HLALYX:Response rules.txt
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January 2024
January 2024
Contents
Original Source
response_rules.txt
// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
//
// The format of this file is that there are five main types of commands:
// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
// other responses by name
// 4) criterion: This is a match condition
// 5) rule: a rule consists of one or more criteria and a response
//
// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
// "speaker" entity wishing to fire random station announcements
// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
// map = 'terminal_pa' ; the name of the map
// classname = 'speaker' ; the classname and name of the "speaking" entity
// name = 'terminal_pa'
// health = '10' ; the absolute health of the speaking entity
// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
// playerhealth = '100' ; similar data related to the current player:
// playerhealthfrac = '1.000'
// playerweapon = 'none' ; the name of the weapon the player is carrying
// playeractivity = 'ACT_WALK' ; animating activity of the player
// playerspeed = '0.000' ; how fast the player is moving
//
// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
// given a numeric score as follows:
// score = 0 if criteria doesn't match or, criterion weight * keyvalue weight if it does match
// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
// asked to dispatch that response.
//
// The specific syntax for the various keywords is as follows:
//
// ENUMERATIONS:
//
// enumeration <enumerationname>
// {
// "key1" "value1"
// "key2" "value2"
// ...etc.
// }
// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
// [enumerationname::key1]
//
//
// RESPONSES:
//
// Single line:
// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters
// Multiple lines
// response <responsegroupname>
// {
// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
// [norepeat] ; Once we've run through all of the entries, disable the response group
// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// etc.
// }
// Where:
// interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
// responsetype =:
// speak ; it's an entry in sounds.txt
// sentence ; it's a sentence name from sentences.txt
// scene ; it's a .vcd file
// response ; it's a reference to another response group by name
// print ; print the text in developer 2 (for placeholder responses)
// nodelay = an additional delay of 0 after speaking
// defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
// delay = an additional delay based on a random sample from the interval after speaking. Format is "delay <interval>".
// predelay = delay before speaking the response. Format is "predelay <interval>". i.e. 'predelay 3' or 'predelay "1.2,3.0"'
// speakonce = don't use this response more than one time (default off)
// noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
// odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
// respeakdelay = don't use this response again for at least this long (default 0)
// soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
// weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
// displayfirst/displaylast : this should be the first/last item selected (ignores weight)
// fire = fire an entity IO output. Parameters should be <targetname> <inputname> <delay>. example: "fire trigger_at_train enable 0"
// then = queue up a speech request after this response has finished being spoken. Format is as follows:
// then <speaker> <concept> <criteria> <delay>
// Example:
// scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" then self TLK_PLAYER_MAP_TALK step:3 1
// <speaker> can be:
// self = The speaker of the original scene.
// subject = Searches for an entity with a targetname matching the value of the "Subject" criteria key.
// from = Searches for an entity with a targetname matching the value of the "From" criteria key.
// any = Finds the highest value expresser within 1800 units of the speaker, and makes them speak.
// all = Makes all expressers try to speak.
// Otherwise, if it's anything else it just tries to find an entity with a matching targetname.
// thensimple = queue up a speech request after this response has finished being spoken. Format is as follows:
// thensimple <delay> <single response>
// Example:
// scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" thensimple 1 speak "followupline_05"
// <single response> is any standard single line response entry (i.e. speak / scene / etc). See "responsetype" entry above.
// Note that they can be chained together:
// speak "vo.combine.officer.announceattack_cover_01" thensimple 1 speak "vo.combine.officer.announceattack_cover_02" thensimple 1 speak "vo.combine.officer.announceattack_cover_03"
//
// CRITERIA:
//
// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
// Where:
// matchkey matches one of the criteria in the set as shown above
// matchvalue is a string or number value or a range, the following are all valid:
// "0" ; numeric match to value 0
// "1" ; numeric match to value 1
// "weapon_smg1" ; string match to weapon_smg1 string
// "[npcstate::idle]" ; match enumeration by looking up numeric value
// ">0" ; match if greater than zero
// ">10,<=50" ; match if greater than ten and less than or equal to 50
// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
// "!=0" ; match if not equal to zero
// weight = floating point weighting for score assuming criteria match (default value 1.0)
// required: if a rule has one or more criteria with the required flag set, then if any such criteria
// fail, the entire rule receives a score of zero
//
// RULE:
//
// rule <rulename>
// {
// criteria name1 [name2 name3 etc.]
// response responsegroupname [responsegroupname2 etc.]
// [matchonce] ; optional parameter
// [ <matchkey > <matchvalue> weight nnn required ]
// }
// Where:
// criteria just lies one more more criterion names from above and response list one or more of the response
// names from above (usually just one)
// matchonce (off by default): means that the rule is deactivated after the first time it is matched
// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
// as for defining a criterion, except for the criterion keyword and the criterion name keys
//
// Interaction with entity I/O system
// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
// be generated and searched against the entities current response system rule set.
// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
// In addition, map placed entities have up to three "context" keypairs that can be specified.
// They take the form: "key:value" (key, single colon separator, value)
// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
// responses
// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
// AddContext, RemoveContext, and ClearContext input functions.
// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
// ClearContext removes all context keypairs
// The game .dll code can enumerate context keypairs and change them via code based methods
//
// The player and the world have their context added with the string player or world as a prefix, e.g.:
// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
// responding entity.
//
//
// CONCEPT PRIORITIES
//
// conceptpriority <concept name> <priority>
//
// Used to specify priorities of speech concepts. By default, concepts all have a priority of 0.
// When attempting to speak, if an NPC is speaking, they'll be allowed to interrupt the current speech
// if the priority of the new speech is higher than that of the current speech.
//
// Setting the conceptpriority of a concept to "nopriority" will make it exempt from the priority
// system. It'll never interrupt any existing speech, nor will it be noted as the current priority
// when the concept is spoken.
//
// Examples:
// conceptpriority COMBINE_RADIO_ON nopriority // Radio on/off sounds shouldn't affect/be affected by priority
// conceptpriority COMBINE_RADIO_OFF nopriority
// conceptpriority COMBINESOLDIER_PAIN -1 // Make pain sounds interruptable by all other default speech
//
//
// Base script
enumeration "NPCState"
{
"None" "0"
"Idle" "1"
"Alert" "2"
"Combat" "3"
"Scripted" "4"
"PlayDead" "5"
"Dead" "6"
}
response "NullResponse"
// Talker Manifests
// criterion has to be on the top as that's loaded first
#include "talker/npc_combine_criterion.txt"
#include "talker/npc_combine_charger.txt"
#include "talker/npc_combine_grunt.txt"
#include "talker/npc_combine_officer.txt"
#include "talker/npc_combine_suppressor.txt"
#include "talker/npc_combine_choreo.txt"
//#include "talker/npc_combine.txt"
#include "talker/player.txt"
npc_combine_criterion.txt
// Concept priorities
conceptpriority COMBINE_RADIO_ON nopriority
conceptpriority COMBINE_RADIO_OFF nopriority
conceptpriority COMBINESOLDIER_PAIN -1
conceptpriority COMBINESOLDIER_IDLE -2
conceptpriority COMBINESOLDIER_IDLECOMABT -1
conceptpriority COMBINESOLDIER_INJURED 1
conceptpriority COMBINESOLDIER_ANNOUNCEENEMY 2
conceptpriority COMBINESOLDIER_ANNOUNCEKILL 3
conceptpriority COMBINESOLDIER_PLAYERISHURT 2
conceptpriority COMBINESOLDIER_THROWING_GRENADE 5
conceptpriority COMBINESOLDER_DEPLOYING_MANHACK 5
conceptpriority COMBINESOLDIER_DIE 10
// "then" concatenation test example
criterion "Concept_TestCS" "concept" "COMBINESOLDIER_TESTSTEPS" "required"
criterion "Sentence_Step2" "step" "2" "required"
criterion "Sentence_Step3" "step" "3" "required"
criterion "SoldierIsHurt" "healthfrac" "<.5" "required"
criterion "SoldierIsUnhurt" "healthfrac" ">=.5" "required"
criterion "AlyxIsKnown" "alyxisknown:1" "required"
// ent_fire !player addcontext "alyxisknown:1"
//Radio bloops on/off
criterion "ConceptRadioOn" "concept" "COMBINE_RADIO_ON" "required"
criterion "ConceptRadioOff" "concept" "COMBINE_RADIO_OFF" "required"
// Combine Classes
criterion "IsCombine" "classname" "npc_combine" "required"
criterion "IsCombineS" "classname" "npc_combine_s" "required"
criterion "IsClass_Officer" "combine_class" "officer" "required"
criterion "IsClass_Charger" "combine_class" "charger" "required"
criterion "IsClass_Suppressor" "combine_class" "suppressor" "required"
criterion "IsClass_Grunt" "combine_class" "default" "required"
// combine action events
criterion "ConceptAnnounceAttack" "concept" "COMBINESOLDIER_ANNOUNCEATTACK" "required"
criterion "ConceptMissedMe" "concept" "COMBINESOLDIER_MISSEDME" "required"
criterion "ConceptPressAttack" "concept" "COMBINESOLDIER_PRESS_ATTACK" "required"
criterion "ConceptAttackingFromBehind" "concept" "COMBINESOLDIER_FIRING_FROM_BEHIND" "required"
criterion "ConceptDeployingManhack" "concept" "COMBINESOLDER_DEPLOYING_MANHACK" "required"
criterion "ConceptThrowingGrenade" "concept" "COMBINESOLDIER_THROWING_GRENADE" "required"
criterion "ConceptAnnounceEnemy" "concept" "COMBINESOLDIER_ANNOUNCEENEMY" "required"
criterion "ConceptAnnounceAssault" "concept" "COMBINESOLDIER_ANNOUNCEASSAULT" "required"
criterion "ConceptAnnounceKill" "concept" "COMBINESOLDIER_ANNOUNCEKILL" "required"
criterion "ConceptAnnounceCharge" "concept" "COMBINESOLDIER_ANNOUNCECHARGE" "required"
criterion "ConceptAdvancingOnTarget" "concept" "COMBINESOLDIER_ADVANCING_ON_TARGET" "required"
criterion "ConceptEstablishingLOF" "concept" "COMBINESOLDIER_ESTABLISHINGLOF" "required"
criterion "ConceptDanger" "concept" "COMBINESOLDIER_DANGER" "required"
criterion "ConceptFlank" "concept" "COMBINESOLDIER_FLANK" "required"
criterion "ConceptOnFire" "concept" "COMBINESOLDIER_ONFIRE" "required"
criterion "ConceptGasTankHit" "concept" "COMBINESOLDIER_GASTANK_HIT" "required"
criterion "ConceptLimping" "concept" "COMBINESOLDIER_LIMPING" "required"
criterion "ConceptPain" "concept" "COMBINESOLDIER_PAIN" "required"
criterion "ConceptTaunt" "concept" "COMBINESOLDIER_TAUNT" "required"
criterion "ConceptCoverMe" "concept" "COMBINESOLDIER_COVERME" "required"
criterion "ConceptLostEnemy" "concept" "COMBINESOLDIER_LOSTENEMY" "required"
criterion "ConceptOverwatch" "concept" "COMBINESOLDIER_OVERWATCH" "required"
criterion "ConceptReload" "concept" "COMBINESOLDIER_RELOAD" "required"
criterion "ConceptSuppressing" "concept" "COMBINESOLDIER_SUPPRESSING" "required"
criterion "ConceptPlayerIsHurt" "concept" "COMBINESOLDIER_PLAYERISHURT" "required"
criterion "ConceptSquadMemberLost" "concept" "COMBINESOLDIER_SQUADMEMBERLOST" "required"
criterion "ConceptDie" "concept" "COMBINESOLDIER_DIE" "required"
criterion "ConceptUnderAttack" "concept" "COMBINESOLDIER_UNDERATTACK" "required"
criterion "ConceptTakingFire" "concept" "COMBINESOLDIER_TAKINGFIRE" "required"
criterion "ConceptInjured" "concept" "COMBINESOLDIER_INJURED" "required"
criterion "ConceptLostVisual" "concept" "COMBINESOLDIER_LOSTVISUAL" "required"
criterion "ConceptAttackingCover" "concept" "COMBINESOLDIER_ATTACKINGCOVER" "required"
criterion "ConceptGetBack" "concept" "COMBINESOLDIER_GETBACK" "required"
criterion "ConceptNearPanic" "concept" "COMBINESOLDIER_NEARPANIC" "required"
criterion "ConceptRetreat" "concept" "COMBINESOLDIER_RETREAT" "required"
criterion "ConceptRetreatToReload" "concept" "COMBINESOLDIER_RETREATTORELOAD" "required"
criterion "ConceptFiring" "concept" "COMBINESOLDIER_FIRING" "required"
criterion "ConceptFindEnemy" "concept" "COMBINESOLDIER_FINDENEMY" "required"
criterion "ConceptFlushingEnemy" "concept" "COMBINESOLDIER_FLUSHINGENEMY" "required"
criterion "ConceptReconnoiterStart" "concept" "COMBINESOLDIER_RECONNOITER_START" "required"
criterion "ConceptReconnoiterSearch" "concept" "COMBINESOLDIER_RECONNOITER_SEARCH" "required"
criterion "ConceptReconnoiterFinish" "concept" "COMBINESOLDIER_RECONNOITER_FINISH" "required"
criterion "ConceptCallReinforcements" "concept" "COMBINESOLDIER_CALLREINFORCEMENTS" "required"
criterion "ConceptHearSuspicious" "concept" "COMBINESOLDIER_HEARSUSPICIOUS" "required"
criterion "ConceptOrderCall" "isordercall" "COMBINESOLDIER_ORDER_CALL" "required"
criterion "ConceptOrderResponse" "isorderresponse" "COMBINESOLDIER_ORDER_RESPONSE" "required"
// Idle
criterion "ConceptIdleCheck" "concept" "COMBINESOLDIER_CHECK" "required"
criterion "ConceptIdleQuestion" "concept" "COMBINESOLDIER_QUESTION" "required"
criterion "ConceptIdle" "concept" "COMBINESOLDIER_IDLE" "required"
criterion "ConceptIdleCombat" "concept" "COMBINESOLDIER_IDLECOMBAT" "required"
criterion "ConceptIdleReportClear" "concept" "COMBINESOLDIER_REPORTCLEAR" "required"
criterion "ConceptIdleAnswer" "concept" "COMBINESOLDIER_ANSWER" "required"
// Target and Squad State
criterion "AnnounceIsGrenade" "announce_grenade" "1" "weight" "5" "required"
criterion "AnnounceIsManhack" "announce_manhack" "1" "weight" "5" "required"
criterion "EnemyIsPlayer" "enemy" "player" "required"
criterion "EnemyIsZombie" "enemy" "npc_zombie" "required"
criterion "EnemyIsHeadcrab" "enemy" "npc_headcrab" "required"
criterion "EnemyIsAntlion" "enemy" "npc_antlion" "required"
criterion "DangerIsGrenade" "danger_grenade" "1" "required"
criterion "LostEnemyHaveHandle" "lost_haveenemy" "1"
criterion "LostEnemyShortTime" "lost_time" "<10"
criterion "IsLastSquadMemberLeft" "num_squad_members" "1" required
criterion "HasOtherSquadMembers" "num_squad_members" ">1" required
criterion "LostSquadLeader" "lost_leader" "1" "weight" "5" required
criterion "LostSquadOfficer" "lost_combineclass" "officer"
criterion "LostSquadCharger" "lost_combineclass" "charger"
criterion "LostSquadSuppressor" "lost_combineclass" "suppressor"
criterion "LostSquadGrunt" "lost_combineclass" "default"
// Debugging criteria designed to always fail to match, used to temporarily disable rules.
criterion "EnemyIsPlayerX" "enemy" "debuggingfail" "required"
// Location Callouts
criterion "PlayerAtBricks" "worldplayerat" "bricks" "required"
criterion "PlayerAtBridge" "worldplayerat" "bridge" "required"
criterion "PlayerAtCar" "worldplayerat" "car" "required"
criterion "PlayerAtContainer" "worldplayerat" "container" "required"
criterion "PlayerAtCrane" "worldplayerat" "crane" "required"
criterion "PlayerAtDoor" "worldplayerat" "door" "required"
criterion "PlayerAtFence" "worldplayerat" "fence" "required"
criterion "PlayerAtPipes" "worldplayerat" "pipes" "required"
criterion "PlayerAtShack" "worldplayerat" "shack" "required"
criterion "PlayerAtStation" "worldplayerat" "station" "required"
criterion "PlayerAtToilet" "worldplayerat" "toilet" "required"
criterion "PlayerAtTracks" "worldplayerat" "tracks" "required"
criterion "PlayerAtTraincar" "worldplayerat" "traincar" "required"
criterion "PlayerAtTruck" "worldplayerat" "truck" "required"
criterion "PlayerAtTunnel" "worldplayerat" "tunnel" "required"
criterion "PlayerAtVan" "worldplayerat" "van" "required"
criterion "PlayerAtWall" "worldplayerat" "wall" "required"
criterion "PlayerAtWindow" "worldplayerat" "window" "required"
criterion "PlayerAtWoodpile" "worldplayerat" "woodpile" "required"
// new location markup
criterion "PlayerAtTrash" "worldplayerat" "trash" "required"
criterion "PlayerAtFront" "worldplayerat" "front" "required"
criterion "PlayerAtWheels" "worldplayerat" "wheels" "required"
criterion "PlayerAtBehind" "worldplayerat" "behind" "required"
criterion "PlayerAtAbove" "worldplayerat" "above" "required"
criterion "PlayerAtBelow" "worldplayerat" "below" "required"
criterion "PlayerAtApartment" "worldplayerat" "apartment" "required"
criterion "PlayerAtElevator" "worldplayerat" "elevator" "required"
criterion "PlayerAtHut" "worldplayerat" "hut" "required"
criterion "PlayerAtBuilding" "worldplayerat" "building" "required"
criterion "PlayerAtBarrels" "worldplayerat" "barrels" "required"
//////////////
/// CALL & RESPONSE
/////////////
criterion "Order_EstablishLOS" "order" "establishlos" "required"
criterion "Order_Recon" "order" "recon" "required"
criterion "IsOrderCall" "order_call" "1" "required"
criterion "IsOrderResponse" "order_response" "1" "required"
criterion "ResponderIsGrunt" "responder_combine_class" "default" "required"
criterion "ResponderIsCharger" "responder_combine_class" "charger" "required"
criterion "ResponderIsSuppressor" "responder_combine_class" "suppressor" "required"
criterion "ResponderIsOfficer" "responder_combine_class" "officer" "required"
//////////////////////////
//// ORIGINAL CONCEPTS
///////////////////////////
// Question / Answer concepts
criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1
criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied
criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1
criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required
criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1
criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required
// General concepts
criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required
criterion "ConceptTalkStare" "Concept" "TLK_STARE" required
criterion "ConceptTalkUse" "Concept" "TLK_USE" required
criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required
criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required
criterion "ConceptTalkStop" "Concept" "TLK_STOP" required
criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required
criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required
criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required
criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required
criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required
criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required
criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required
criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required
criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required
criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required
criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required
criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required
criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required
criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required
criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required
criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required
criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required
criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required
criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required
criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required
criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required
criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required
criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required
criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required
criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required
criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required
criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required
criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required
criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required
criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required
criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required
criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required
criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required
criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required
criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required
criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required
criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required
criterion "ConceptShot" "Concept" "TLK_SHOT" required
criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required
criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required
criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required
criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required
criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required
// Lead behavior
criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player
criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player
criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player
criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind
criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player
criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead
criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point
criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point
criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon
// Citizen responses
criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required
criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required
criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required
criterion "PlayerAlive" "PlayerHealth" ">0" required
criterion "PlayerDead" "PlayerHealth" "<=0" required
criterion "PlayerWounded" "PlayerHealthFrac" ">0,<=.5"
criterion "NPCAlive" "Health" ">0" required
criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]"
criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required
criterion "PlayerNear" "distancetoplayer" "<500" required
criterion "SeePlayer" "seeplayer" "1" required
criterion "SeenByPlayer" "seenbyplayer" "1" required
criterion "NoRecentCombat" "timesincecombat" ">25" required
criterion "ShotInLeg" "shotloc" "leg" required weight 0
criterion "ShotInArm" "shotloc" "arm" required weight 0
criterion "ShotInGut" "shotloc" "gut" required weight 0
// randomnum is actually 0-100, so these chances aren't right.
// the weight is to ensure that the rarest possible valid chance is used, assuming multiple rules with diff chances.
criterion "Chance_1%" "randomnum" "<=1" required weight 22
criterion "Chance_2%" "randomnum" "<=2" required weight 21
criterion "Chance_3%" "randomnum" "<=3" required weight 20
criterion "Chance_5%" "randomnum" "<=5" required weight 19
criterion "Chance_10%" "randomnum" "<=10" required weight 18
criterion "Chance_15%" "randomnum" "<=15" required weight 17
criterion "Chance_20%" "randomnum" "<=20" required weight 16
criterion "Chance_25%" "randomnum" "<=25" required weight 15
criterion "Chance_30%" "randomnum" "<=30" required weight 14
criterion "Chance_35%" "randomnum" "<=35" required weight 13
criterion "Chance_40%" "randomnum" "<=40" required weight 12
criterion "Chance_45%" "randomnum" "<=45" required weight 11
criterion "Chance_50%" "randomnum" "<=50" required weight 10
criterion "Chance_55%" "randomnum" "<=55" required weight 9
criterion "Chance_60%" "randomnum" "<=60" required weight 8
criterion "Chance_65%" "randomnum" "<=65" required weight 7
criterion "Chance_70%" "randomnum" "<=70" required weight 6
criterion "Chance_75%" "randomnum" "<=75" required weight 5
// choreo
criterion "Combine_Sees_Player_First_Time" "concept" "COMBINE_SEE_PLAYER_FIRST_TIME" weight 200 "required"
criterion "IsFirstEncounterSoldier" "first_encounter_soldiers" "1" weight 100 "required"
criterion "IsBridgeEncounterSoldierLeft" "bridge_lower_left_soldier_zombie_speech" "1" weight 100 "required"
criterion "IsBridgeEncounterSoldierRight" "bridge_lower_right_soldier_zombie_speech" "1" weight 100 "required"
criterion "ConceptBridgeEncounterZombieSpeech" "concept" "COMBINE_SECOND_ENCOUNTER_ZOMBIE" "required"
criterion "ConceptBridgeEncounterZombie2Speech" "concept" "COMBINE_SECOND_ENCOUNTER_ZOMBIE2" "required"
criterion "Choreo_PPC17_SearchingForAlyx" "concept" "COMBINESOLDIER_CHOREO_C17PP_SEARCHING" "required"
criterion "Choreo_PPC17_SuppressorIntroRetreat" "concept" "COMBINESOLDIER_CHOREO_C17PP_RETREAT" "required"
criterion "Choreo_PPC17_SuppressorIntroAmbushAttack" "concept" "COMBINESOLDIER_CHOREO_C17PP_AMBUSH" "required"
criterion "Choreo_A5Vault_InPosition" "concept" "COMBINESOLDIER_CHOREO_A5VAULT_INPOSITION" "required"
criterion "Choreo_PPC17_GruntAtElectricalBox" "concept" "COMBINESOLDIER_CHOREO_C17PP_ELECTRICALBOX" "required"
criterion "Choreo_PPC17_GruntAtBridge" "concept" "COMBINESOLDIER_CHOREO_C17PP_GRUNTBRIDGE" "required"
criterion "Choreo_PPC17_OfficerAtBridge" "concept" "COMBINESOLDIER_CHOREO_C17PP_OFFICERBRIDGE" "required"
criterion "Choreo_StationStreet_ChargerInvestigates" "concept" "COMBINESOLDIER_CHOREO_SS_CHARGERINVESTIGATES" "required"
criterion "Choreo_PPC17_GruntEnterArena1" "concept" "COMBINESOLDIER_CHOREO_C17PP_GRUNTENTERARENA1" "required"
criterion "Choreo_PPC17_GruntEnterArena2" "concept" "COMBINESOLDIER_CHOREO_C17PP_GRUNTENTERARENA2" "required"
criterion "Choreo_PPC17_SuppressorEnterArena" "concept" "COMBINESOLDIER_CHOREO_C17PP_SUPPRESSORENTERARENA" "required"
criterion "Choreo_PPC17_BatteryArenaOfficerEntry" "concept" "COMBINESOLDIER_CHOREO_C17PP_BATTERYARENAOFFICER" "required"
criterion "Choreo_TYC17_GruntGantry1" "concept" "COMBINESOLDIER_CHOREO_C17TY_GRUNTGANTRY1" "required"
criterion "Choreo_TYC17_GruntGantry2" "concept" "COMBINESOLDIER_CHOREO_C17TY_GRUNTGANTRY2" "required"
criterion "Choreo_TYC17_GruntGarbageGuy" "concept" "COMBINESOLDIER_CHOREO_C17TY_GRUNTGARBAGEGUY" "required"
criterion "Choreo_A5Vault_GruntAlertGuy" "concept" "COMBINESOLDIER_CHOREO_A5VAULT_GRUNTALERTGUY" "required"
criterion "Choreo_27_1107" "concept" "COMBINESOLDIER_CHOREO_27_1107" "required"
criterion "Choreo_27_1108" "concept" "COMBINESOLDIER_CHOREO_27_1108" "required"
criterion "Choreo_27_1109" "concept" "COMBINESOLDIER_CHOREO_27_1109" "required"
criterion "Choreo_27_1111" "concept" "COMBINESOLDIER_CHOREO_27_1111" "required"
criterion "Choreo_28_1110" "concept" "COMBINESOLDIER_CHOREO_28_1110" "required"
criterion "Choreo_29_0001" "concept" "COMBINESOLDIER_CHOREO_29_0001" "required"
criterion "Choreo_29_0002" "concept" "COMBINESOLDIER_CHOREO_29_0002" "required"
criterion "Choreo_29_0003" "concept" "COMBINESOLDIER_CHOREO_29_0003" "required"
criterion "Choreo_29_0004" "concept" "COMBINESOLDIER_CHOREO_29_0004" "required"
criterion "Choreo_29_0005" "concept" "COMBINESOLDIER_CHOREO_29_0005" "required"
criterion "Choreo_29_0006" "concept" "COMBINESOLDIER_CHOREO_29_0006" "required"
criterion "Choreo_29_0007" "concept" "COMBINESOLDIER_CHOREO_29_0007" "required"
criterion "Choreo_29_0008" "concept" "COMBINESOLDIER_CHOREO_29_0008" "required"
criterion "Choreo_29_0009" "concept" "COMBINESOLDIER_CHOREO_29_0009" "required"
criterion "Choreo_29_0010" "concept" "COMBINESOLDIER_CHOREO_29_0010" "required"
criterion "Choreo_29_0011" "concept" "COMBINESOLDIER_CHOREO_29_0011" "required"
criterion "Choreo_29_0012" "concept" "COMBINESOLDIER_CHOREO_29_0012" "required"
criterion "Choreo_29_0013" "concept" "COMBINESOLDIER_CHOREO_29_0013" "required"
criterion "Choreo_29_0014" "concept" "COMBINESOLDIER_CHOREO_29_0014" "required"
criterion "Choreo_29_0015" "concept" "COMBINESOLDIER_CHOREO_29_0015" "required"
criterion "Choreo_29_0016" "concept" "COMBINESOLDIER_CHOREO_29_0016" "required"
criterion "Choreo_29_0017" "concept" "COMBINESOLDIER_CHOREO_29_0017" "required"
criterion "Choreo_29_0018" "concept" "COMBINESOLDIER_CHOREO_29_0018" "required"
criterion "Choreo_29_0019" "concept" "COMBINESOLDIER_CHOREO_29_0019" "required"
criterion "Choreo_29_0020" "concept" "COMBINESOLDIER_CHOREO_29_0020" "required"
criterion "Choreo_29_0021" "concept" "COMBINESOLDIER_CHOREO_29_0021" "required"
criterion "Choreo_29_0022" "concept" "COMBINESOLDIER_CHOREO_29_0022" "required"
criterion "Choreo_29_0023" "concept" "COMBINESOLDIER_CHOREO_29_0023" "required"
criterion "Choreo_30_0001" "concept" "COMBINESOLDIER_CHOREO_30_0001" "required"
criterion "Choreo_30_0002" "concept" "COMBINESOLDIER_CHOREO_30_0002" "required"
criterion "Choreo_30_0003" "concept" "COMBINESOLDIER_CHOREO_30_0003" "required"
criterion "Choreo_30_0004" "concept" "COMBINESOLDIER_CHOREO_30_0004" "required"
criterion "Choreo_30_0005" "concept" "COMBINESOLDIER_CHOREO_30_0005" "required"
criterion "Choreo_30_0006" "concept" "COMBINESOLDIER_CHOREO_30_0006" "required"
criterion "Choreo_30_0007" "concept" "COMBINESOLDIER_CHOREO_30_0007" "required"
criterion "Choreo_30_0008" "concept" "COMBINESOLDIER_CHOREO_30_0008" "required"
criterion "Choreo_30_0009" "concept" "COMBINESOLDIER_CHOREO_30_0009" "required"
criterion "Choreo_30_0010" "concept" "COMBINESOLDIER_CHOREO_30_0010" "required"
criterion "Choreo_30_0011" "concept" "COMBINESOLDIER_CHOREO_30_0011" "required"
criterion "Choreo_30_0012" "concept" "COMBINESOLDIER_CHOREO_30_0012" "required"
criterion "Choreo_30_0013" "concept" "COMBINESOLDIER_CHOREO_30_0013" "required"
criterion "Choreo_30_0014" "concept" "COMBINESOLDIER_CHOREO_30_0014" "required"
criterion "Choreo_30_0015" "concept" "COMBINESOLDIER_CHOREO_30_0015" "required"
criterion "Choreo_30_0016" "concept" "COMBINESOLDIER_CHOREO_30_0016" "required"
criterion "Choreo_30_0017" "concept" "COMBINESOLDIER_CHOREO_30_0017" "required"
criterion "Choreo_30_0018" "concept" "COMBINESOLDIER_CHOREO_30_0018" "required"
criterion "Choreo_30_0019" "concept" "COMBINESOLDIER_CHOREO_30_0019" "required"
criterion "Choreo_30_0020" "concept" "COMBINESOLDIER_CHOREO_30_0020" "required"
criterion "Choreo_30_0021" "concept" "COMBINESOLDIER_CHOREO_30_0021" "required"
criterion "Choreo_30_0022" "concept" "COMBINESOLDIER_CHOREO_30_0022" "required"
criterion "Choreo_30_0023" "concept" "COMBINESOLDIER_CHOREO_30_0023" "required"
criterion "Choreo_30_0024" "concept" "COMBINESOLDIER_CHOREO_30_0024" "required"
criterion "Choreo_30_0025" "concept" "COMBINESOLDIER_CHOREO_30_0025" "required"
criterion "Choreo_30_0026" "concept" "COMBINESOLDIER_CHOREO_30_0026" "required"
criterion "Choreo_30_0027" "concept" "COMBINESOLDIER_CHOREO_30_0027" "required"
/////////////////
/// NEW
//////////////////
criterion "ConceptPrepareCharge" "Concept" "COMBINESOLDIER_PREPARECHARGE" "required"
criterion "ConceptPrepareShield" "Concept" "COMBINESOLDIER_PREPARESHIELD" "required"
criterion "ConceptSwitchingWeapons" "Concept" "COMBINESOLDIER_SWITCHINGWEAPONS" "required"
criterion "ConceptFlashSuccess" "Concept" "COMBINESOLDIER_FLASHSUCCESS" "required"
criterion "ConceptFlashFailed" "Concept" "COMBINESOLDIER_FLASHFAILED" "required"
criterion "ResponseIsPositive" "Concept" "COMBINESOLDIER_POSITIVE" "required"
criterion "ResponseIsNegative" "Concept" "COMBINESOLDIER_NEGATIVE" "required"
// sees player has stuff
criterion "PlayerHasGrenades" "worldplayer_has_grenades" "1" "required"
criterion "PlayerHasUpgrades" "worldplayer_has_upgrades" "1" "required"
criterion "PlayerHasFriends" "worldplayer_has_friends" "1" "required"
criterion "PlayerIsReloading" "worldplayer_is_reloading" "1" "required"
npc_combine_charger.txt
response Combine_RadioOn
{
speak "combine.radioOn"
}
rule CS_Combine_RadioOn
{
criteria IsCombineS ConceptRadioOn
response Combine_RadioOn
}
response Combine_RadioOff
{
speak "combine.radioOff"
}
rule CS_Combine_RadioOff
{
criteria IsCombineS ConceptRadioOff
response Combine_RadioOff
}
//========================================================================================================
// CHARGER PREPARES CHARGE
//====================================================================
response CS_Charger_PreparingCharge
{
criteria IsCombineS IsClass_Charger ConceptPrepareCharge
speak "vo.combine.charger.preparing_charge_01"
speak "vo.combine.charger.preparing_charge_02"
speak "vo.combine.charger.preparing_charge_03"
speak "vo.combine.charger.preparing_charge_04"
speak "vo.combine.charger.preparing_charge_05"
speak "vo.combine.charger.preparing_charge_06"
}
//========================================================================================================
// CHARGER PREPARES SHIELD
//====================================================================
response CS_Charger_PreparingShield
{
criteria IsCombineS IsClass_Charger ConceptPrepareShield
speak "vo.combine.charger.preparing_shield_01"
speak "vo.combine.charger.preparing_shield_02"
speak "vo.combine.charger.preparing_shield_03"
speak "vo.combine.charger.preparing_shield_04"
speak "vo.combine.charger.preparing_shield_05"
speak "vo.combine.charger.preparing_shield_06"
}
//========================================================================================================
// CHARGER SWITCHING WEAPONS
//====================================================================
response CS_Charger_SwitchingWeapons
{
criteria IsCombineS IsClass_Charger ConceptSwitchingWeapons
speak "vo.combine.charger.switching_weapons_01"
speak "vo.combine.charger.switching_weapons_02"
speak "vo.combine.charger.switching_weapons_03"
speak "vo.combine.charger.switching_weapons_04"
speak "vo.combine.charger.switching_weapons_05"
speak "vo.combine.charger.switching_weapons_06"
}
//========================================================================================================
// CHARGER FLASH SUCCESS
//====================================================================
response CS_Charger_FlashSuccess
{
criteria IsCombineS IsClass_Charger ConceptFlashSuccess
speak "vo.combine.charger.flash_success_01"
speak "vo.combine.charger.flash_success_02"
speak "vo.combine.charger.flash_success_03"
speak "vo.combine.charger.flash_success_04"
speak "vo.combine.charger.flash_success_05"
speak "vo.combine.charger.flash_success_06"
}
//========================================================================================================
// CHARGER FLASH FAILED
//====================================================================
response CS_Charger_FlashFailed
{
criteria IsCombineS IsClass_Charger ConceptFlashFailed
speak "vo.combine.charger.flash_failed_01"
speak "vo.combine.charger.flash_failed_02"
speak "vo.combine.charger.flash_failed_03"
speak "vo.combine.charger.flash_failed_04"
speak "vo.combine.charger.flash_failed_05" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.flash_failed_06"
}
//========================================================================================================
// ADVANCING ON TARGET
//====================================================================
response CS_Charger_AdvancingOnTarget
{
criteria IsCombineS IsClass_Charger ConceptAdvancingOnTarget
speak "vo.combine.charger.advancing_on_target_01"
speak "vo.combine.charger.advancing_on_target_02"
speak "vo.combine.charger.advancing_on_target_03"
speak "vo.combine.charger.advancing_on_target_04"
speak "vo.combine.charger.advancing_on_target_05"
speak "vo.combine.charger.advancing_on_target_06"
speak "vo.combine.charger.advancing_on_target_07"
speak "vo.combine.charger.advancing_on_target_08"
speak "vo.combine.charger.advancing_on_target_09"
speak "vo.combine.charger.advancing_on_target_11"
speak "vo.combine.charger.advancing_on_target_12"
speak "vo.combine.charger.advancing_on_target_13"
speak "vo.combine.charger.advancing_on_target_14"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.advancing_on_target_15"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.advancing_on_target_16"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.advancing_on_target_17"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.advancing_on_target_18"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.advancing_on_target_19"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.advancing_on_target_20"
}
}
//========================================================================================================
// ANNOUNCING CHARGE
//====================================================================
response CS_Charger_Charging
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge
speak "vo.combine.charger.charging_01"
speak "vo.combine.charger.charging_02"
speak "vo.combine.charger.charging_03"
speak "vo.combine.charger.charging_04"
speak "vo.combine.charger.charging_06"
}
//========================================================================================================
// ANNOUNCING ATTACKS - GRENADE THROW
//====================================================================
response CS_Charger_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Charger ConceptThrowingGrenade
speak "vo.combine.charger.announceattack_grenade_01"
speak "vo.combine.charger.announceattack_grenade_02"
speak "vo.combine.charger.announceattack_grenade_03"
speak "vo.combine.charger.announceattack_grenade_04"
speak "vo.combine.charger.announceattack_grenade_05"
speak "vo.combine.charger.announceattack_grenade_06"
speak "vo.combine.charger.announceattack_grenade_07"
speak "vo.combine.charger.announceattack_grenade_08"
speak "vo.combine.charger.announceattack_grenade_09"
speak "vo.combine.charger.announceattack_grenade_10"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_grenade_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_grenade_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announceattack_grenade_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_grenade_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_grenade_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announceattack_grenade_09"
}
}
//========================================================================================================
// ANNOUNCING ENEMY
//====================================================================
response CS_Charger_AnnounceEnemy
{
criteria IsCombineS IsClass_Charger ConceptAnnounceEnemy
speak "vo.combine.charger.announceattack_01"
speak "vo.combine.charger.announceattack_02"
speak "vo.combine.charger.announceattack_03"
speak "vo.combine.charger.announceattack_04"
speak "vo.combine.charger.announceattack_05"
speak "vo.combine.charger.announceattack_09"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announceattack_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announceattack_09"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.charger.announceattack_01"
speak "vo.combine.charger.announceattack_02"
speak "vo.combine.charger.announceattack_03"
speak "vo.combine.charger.announceattack_04"
speak "vo.combine.charger.announceattack_05"
speak "vo.combine.charger.announceattack_09"
speak "vo.combine.charger.announceattack_11"
response
{
criteria AlyxIsKnown
speak "vo.combine.charger.announceattack_alyx_01"
speak "vo.combine.charger.announceattack_alyx_02"
speak "vo.combine.charger.announceattack_alyx_04"
speak "vo.combine.charger.announceattack_alyx_06"
speak "vo.combine.charger.announceattack_alyx_07"
speak "vo.combine.charger.announceattack_alyx_08"
speak "vo.combine.charger.announceattack_alyx_09"
speak "vo.combine.charger.announceattack_alyx_10"
speak "vo.combine.charger.announceattack_alyx_11"
}
response
{
criteria IsOrderResponse AlyxIsKnown
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_alyx_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_alyx_02"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_alyx_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_alyx_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announceattack_alyx_09"
}
response
{
criteria PlayerHasUpgrades
speak "vo.combine.charger.sees_upgrades_01"
speak "vo.combine.charger.sees_upgrades_02"
speak "vo.combine.charger.sees_upgrades_03"
speak "vo.combine.charger.sees_upgrades_04"
speak "vo.combine.charger.sees_upgrades_05"
}
response
{
criteria PlayerHasGrenades
speak "vo.combine.charger.sees_grenades_01"
speak "vo.combine.charger.sees_grenades_02"
speak "vo.combine.charger.sees_grenades_03"
speak "vo.combine.charger.sees_grenades_04"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.charger.announceenemy_antlion_01"
speak "vo.combine.charger.announceenemy_antlion_02"
speak "vo.combine.charger.announceenemy_antlion_03"
speak "vo.combine.charger.announceenemy_antlion_04"
speak "vo.combine.charger.announceenemy_antlion_06"
speak "vo.combine.charger.announceenemy_antlion_07"
speak "vo.combine.charger.announceenemy_antlion_10" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.charger.announceenemy_zombie_01"
speak "vo.combine.charger.announceenemy_zombie_02"
speak "vo.combine.charger.announceenemy_zombie_03"
speak "vo.combine.charger.announceenemy_zombie_04" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.announceenemy_zombie_05"
speak "vo.combine.charger.announceenemy_zombie_06"
speak "vo.combine.charger.announceenemy_zombie_07"
speak "vo.combine.charger.announceenemy_zombie_08"
speak "vo.combine.charger.announceenemy_zombie_09"
speak "vo.combine.charger.announceenemy_zombie_10"
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.charger.announceenemy_headcrabs_01"
speak "vo.combine.charger.announceenemy_headcrabs_02"
speak "vo.combine.charger.announceenemy_headcrabs_03"
speak "vo.combine.charger.announceenemy_headcrabs_04"
speak "vo.combine.charger.announceenemy_headcrabs_05"
speak "vo.combine.charger.announceenemy_headcrabs_07"
speak "vo.combine.charger.announceenemy_headcrabs_08"
speak "vo.combine.charger.announceenemy_headcrabs_10"
}
}
//========================================================================================================
// ANNOUNCE KILL
//============================
response CS_Charger_AnnounceKill
{
criteria IsCombineS IsClass_Charger ConceptAnnounceKill
speak "vo.combine.charger.announcekill_01"
speak "vo.combine.charger.announcekill_02"
speak "vo.combine.charger.announcekill_03"
speak "vo.combine.charger.announcekill_04"
speak "vo.combine.charger.announcekill_05"
speak "vo.combine.charger.announcekill_06"
speak "vo.combine.charger.announcekill_09"
speak "vo.combine.charger.announcekill_11"
speak "vo.combine.charger.announcekill_12"
speak "vo.combine.charger.announcekill_13"
speak "vo.combine.charger.announcekill_14"
speak "vo.combine.charger.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announcekill_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announcekill_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announcekill_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announcekill_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announcekill_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announcekill_09"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.charger.announcekill_player_01"
speak "vo.combine.charger.announcekill_player_02"
speak "vo.combine.charger.announcekill_player_03"
speak "vo.combine.charger.announcekill_player_04"
speak "vo.combine.charger.announcekill_player_05"
speak "vo.combine.charger.announcekill_player_06"
speak "vo.combine.charger.announcekill_player_07"
speak "vo.combine.charger.announcekill_player_08"
speak "vo.combine.charger.announcekill_01"
speak "vo.combine.charger.announcekill_02"
speak "vo.combine.charger.announcekill_03"
speak "vo.combine.charger.announcekill_04"
speak "vo.combine.charger.announcekill_05"
speak "vo.combine.charger.announcekill_06"
speak "vo.combine.charger.announcekill_09"
speak "vo.combine.charger.announcekill_11"
speak "vo.combine.charger.announcekill_12"
speak "vo.combine.charger.announcekill_13"
speak "vo.combine.charger.announcekill_14"
speak "vo.combine.charger.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announcekill_player_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announcekill_player_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announcekill_player_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announcekill_player_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announcekill_player_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announcekill_player_06"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.charger.announcekill_antlion_01"
speak "vo.combine.charger.announcekill_antlion_02"
speak "vo.combine.charger.announcekill_antlion_03"
speak "vo.combine.charger.announcekill_antlion_04"
speak "vo.combine.charger.announcekill_antlion_05"
speak "vo.combine.charger.announcekill_01"
speak "vo.combine.charger.announcekill_02"
speak "vo.combine.charger.announcekill_03"
speak "vo.combine.charger.announcekill_04"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.charger.announcekill_zombie_01"
speak "vo.combine.charger.announcekill_zombie_02"
speak "vo.combine.charger.announcekill_zombie_03"
speak "vo.combine.charger.announcekill_zombie_04"
speak "vo.combine.charger.announcekill_zombie_05"
speak "vo.combine.charger.announcekill_zombie_06"
speak "vo.combine.charger.announcekill_zombie_07"
speak "vo.combine.charger.announcekill_05"
speak "vo.combine.charger.announcekill_06"
speak "vo.combine.charger.announcekill_09"
speak "vo.combine.charger.announcekill_11"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announcekill_zombie_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announcekill_zombie_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announcekill_zombie_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announcekill_zombie_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announcekill_zombie_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.announcekill_zombie_06"
}
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.charger.announcekill_headcrab_01"
speak "vo.combine.charger.announcekill_headcrab_02"
speak "vo.combine.charger.announcekill_headcrab_03"
speak "vo.combine.charger.announcekill_headcrab_04"
speak "vo.combine.charger.announcekill_headcrab_05"
speak "vo.combine.charger.announcekill_headcrab_06"
speak "vo.combine.charger.announcekill_headcrab_07"
speak "vo.combine.charger.announcekill_headcrab_08"
speak "vo.combine.charger.announcekill_headcrab_09"
speak "vo.combine.charger.announcekill_12"
speak "vo.combine.charger.announcekill_13"
speak "vo.combine.charger.announcekill_14"
speak "vo.combine.charger.announcekill_15"
}
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Charger_CoverMe
{
criteria IsCombineS IsClass_Charger ConceptCoverMe HasOtherSquadMembers
speak "vo.combine.charger.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.charger.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.charger.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.charger.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.charger.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.charger.coverme_07" predelay 1 respeakdelay 15
}
//========================================================================================================
// ANNOUNCING DANGER - GRENADE
//====================================================================
response CS_Charger_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Charger ConceptDanger DangerIsGrenade
speak "vo.combine.charger.danger_grenade_01"
speak "vo.combine.charger.danger_grenade_02"
speak "vo.combine.charger.danger_grenade_03"
speak "vo.combine.charger.danger_grenade_04"
speak "vo.combine.charger.danger_grenade_05"
speak "vo.combine.charger.danger_grenade_06"
speak "vo.combine.charger.danger_grenade_07"
speak "vo.combine.charger.danger_grenade_08"
speak "vo.combine.charger.danger_grenade_09"
speak "vo.combine.charger.danger_grenade_10"
}
//========================================================================================================
// DEATH
//==================================
response CS_Charger_Die
{
criteria IsCombineS IsClass_Charger ConceptDie
speak "vo.combine.charger.die_01" noscene
speak "vo.combine.charger.die_02" noscene
speak "vo.combine.charger.die_03" noscene
speak "vo.combine.charger.die_04" noscene
speak "vo.combine.charger.die_05" noscene
speak "vo.combine.charger.die_06" noscene
speak "vo.combine.charger.die_07" noscene
speak "vo.combine.charger.die_08" noscene
speak "vo.combine.charger.die_09" noscene
speak "vo.combine.charger.die_10" noscene
response
{
criteria EnemyIsPlayer
speak "vo.combine.charger.die_01" noscene
speak "vo.combine.charger.die_02" noscene
speak "vo.combine.charger.die_03" noscene
speak "vo.combine.charger.die_04" noscene
speak "vo.combine.charger.die_05" noscene
speak "vo.combine.charger.die_06" noscene
speak "vo.combine.charger.die_07" noscene
speak "vo.combine.charger.die_08" noscene
speak "vo.combine.charger.die_09" noscene
speak "vo.combine.charger.die_10" noscene
response
{
criteria AlyxIsKnown
speak "vo.combine.charger.die_by_player_18" noscene
speak "vo.combine.charger.die_by_player_19" noscene
speak "vo.combine.charger.die_by_player_22" noscene
speak "vo.combine.charger.die_by_player_23" noscene
speak "vo.combine.charger.die_01" noscene
speak "vo.combine.charger.die_02" noscene
speak "vo.combine.charger.die_03" noscene
speak "vo.combine.charger.die_04" noscene
speak "vo.combine.charger.die_05" noscene
speak "vo.combine.charger.die_06" noscene
speak "vo.combine.charger.die_07" noscene
speak "vo.combine.charger.die_08" noscene
speak "vo.combine.charger.die_09" noscene
speak "vo.combine.charger.die_10" noscene
}
}
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Charger_EstablishingLOF
{
criteria IsCombineS IsClass_Charger ConceptEstablishingLOF
speak "vo.combine.charger.establishinglof_01" respeakdelay 5
speak "vo.combine.charger.establishinglof_02" respeakdelay 5
speak "vo.combine.charger.establishinglof_03" respeakdelay 5
speak "vo.combine.charger.establishinglof_04" respeakdelay 5
speak "vo.combine.charger.establishinglof_05" respeakdelay 5
speak "vo.combine.charger.establishinglof_06" respeakdelay 5
speak "vo.combine.charger.establishinglof_07" respeakdelay 5
speak "vo.combine.charger.establishinglof_08" respeakdelay 5
speak "vo.combine.charger.establishinglof_09" respeakdelay 5
speak "vo.combine.charger.establishinglof_10" respeakdelay 5
speak "vo.combine.charger.establishinglof_11" respeakdelay 5
speak "vo.combine.charger.establishinglof_12" respeakdelay 5
speak "vo.combine.charger.establishinglof_13" respeakdelay 5
speak "vo.combine.charger.establishinglof_14" respeakdelay 5
speak "vo.combine.charger.establishinglof_15" respeakdelay 5
speak "vo.combine.charger.establishinglof_16" respeakdelay 5
speak "vo.combine.charger.establishinglof_17" respeakdelay 5
speak "vo.combine.charger.establishinglof_18" respeakdelay 5
speak "vo.combine.charger.establishinglof_19" respeakdelay 5
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.establishinglof_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.establishinglof_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.establishinglof_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.establishinglof_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.establishinglof_05"
speak "vo.combine.charger.orderresponse_positive_06" thensimple 0 speak "vo.combine.charger.establishinglof_06"
}
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Charger_FlushingEnemy
{
criteria IsCombineS IsClass_Charger ConceptFlushingEnemy
speak "vo.combine.charger.flushing_01"
speak "vo.combine.charger.flushing_02"
speak "vo.combine.charger.flushing_03" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.flushing_04"
speak "vo.combine.charger.flushing_05"
speak "vo.combine.charger.flushing_06"
speak "vo.combine.charger.flushing_07"
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Charger_GetBack
{
criteria IsCombineS IsClass_Charger ConceptGetBack
speak "vo.combine.charger.getback_01"
speak "vo.combine.charger.getback_02"
speak "vo.combine.charger.getback_03"
speak "vo.combine.charger.getback_04"
speak "vo.combine.charger.getback_05"
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Charger_Injured
{
criteria IsCombineS IsClass_Charger ConceptInjured
speak "vo.combine.charger.injured_01" predelay 2 odds 100 respeakdelay 45
speak "vo.combine.charger.injured_02" predelay 2 odds 100 respeakdelay 45
speak "vo.combine.charger.injured_03" predelay 2 odds 100 respeakdelay 45
speak "vo.combine.charger.injured_04" predelay 2 odds 100 respeakdelay 45 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.injured_05" predelay 2 odds 100 respeakdelay 45
speak "vo.combine.charger.injured_06" predelay 2 odds 100 respeakdelay 45
speak "vo.combine.charger.injured_07" predelay 2 odds 100 respeakdelay 45
}
//========================================================================================================
// LIMPING
//====================================================================
response CS_Charger_Limping
{
criteria IsCombineS IsClass_Charger ConceptLimping
speak "vo.combine.charger.panting_01"
}
//========================================================================================================
// LOST ENEMY 16+ sec
//====================================================================
response CS_Charger_LostShort
{
criteria IsCombineS IsClass_Charger ConceptLostEnemy LostEnemyShortTime
speak "vo.combine.charger.lostenemy_01"
speak "vo.combine.charger.lostenemy_03"
speak "vo.combine.charger.lostenemy_04"
speak "vo.combine.charger.lostenemy_05"
speak "vo.combine.charger.lostenemy_06"
speak "vo.combine.charger.lostenemy_07"
speak "vo.combine.charger.lostenemy_08"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.lostenemy_01"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.lostenemy_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.lostenemy_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.lostenemy_05"
}
}
//========================================================================================================
// LOST VISUAL 3+ sec
//====================================================================
response CS_Charger_LostVisual
{
criteria IsCombineS IsClass_Charger ConceptLostVisual
speak "vo.combine.charger.lostvisual_01" respeakdelay 5
speak "vo.combine.charger.lostvisual_02" respeakdelay 5
speak "vo.combine.charger.lostvisual_03" respeakdelay 5
speak "vo.combine.charger.lostvisual_04" respeakdelay 5
speak "vo.combine.charger.lostvisual_05" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.lostvisual_06" respeakdelay 5
speak "vo.combine.charger.lostvisual_07" respeakdelay 5
speak "vo.combine.charger.lostvisual_08" respeakdelay 5
speak "vo.combine.charger.lostvisual_09" respeakdelay 5
speak "vo.combine.charger.lostvisual_10" respeakdelay 5
speak "vo.combine.charger.reconnoiter_search_01"
speak "vo.combine.charger.reconnoiter_search_02"
speak "vo.combine.charger.reconnoiter_search_03"
speak "vo.combine.charger.reconnoiter_search_04"
speak "vo.combine.charger.reconnoiter_search_05"
speak "vo.combine.charger.reconnoiter_search_06"
speak "vo.combine.charger.reconnoiter_search_07"
speak "vo.combine.charger.reconnoiter_search_09"
speak "vo.combine.charger.reconnoiter_search_10"
speak "vo.combine.charger.reconnoiter_search_11"
speak "vo.combine.charger.reconnoiter_search_12"
speak "vo.combine.charger.reconnoiter_search_13"
speak "vo.combine.charger.reconnoiter_search_14"
speak "vo.combine.charger.reconnoiter_search_15"
speak "vo.combine.charger.reconnoiter_search_16"
speak "vo.combine.charger.reconnoiter_search_17"
speak "vo.combine.charger.reconnoiter_search_18"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.lostvisual_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.lostvisual_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.lostvisual_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.lostvisual_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.lostvisual_05"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.charger.lostvisual_01" respeakdelay 5
speak "vo.combine.charger.lostvisual_02" respeakdelay 5
speak "vo.combine.charger.lostvisual_03" respeakdelay 5
speak "vo.combine.charger.lostvisual_04" respeakdelay 5
speak "vo.combine.charger.lostvisual_05" respeakdelay 5 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.lostvisual_06" respeakdelay 5
speak "vo.combine.charger.lostvisual_07" respeakdelay 5
speak "vo.combine.charger.lostvisual_08" respeakdelay 5
speak "vo.combine.charger.lostvisual_09" respeakdelay 5
speak "vo.combine.charger.lostvisual_10" respeakdelay 5
response
{
criteria AlyxIsKnown
speak "vo.combine.charger.lostvisual_player_01" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_02" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_03" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_04" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_05" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_06" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_07" respeakdelay 5
speak "vo.combine.charger.lostvisual_player_08" respeakdelay 5
}
response
{
criteria IsOrderResponse AlyxIsKnown
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.lostvisual_player_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.lostvisual_player_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.lostvisual_player_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.lostvisual_player_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.lostvisual_player_05"
}
}
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Charger_NearPanic
{
criteria IsCombineS IsClass_Charger ConceptNearPanic
speak "vo.combine.charger.nearpanic_02"
speak "vo.combine.charger.nearpanic_03"
speak "vo.combine.charger.nearpanic_04"
speak "vo.combine.charger.nearpanic_05"
speak "vo.combine.charger.nearpanic_07"
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Charger_Overwatch
{
criteria IsCombineS IsClass_Charger ConceptOverwatch
speak "vo.combine.charger.overwatch_01" respeakdelay 5
speak "vo.combine.charger.overwatch_02" respeakdelay 5
speak "vo.combine.charger.overwatch_03" respeakdelay 5
speak "vo.combine.charger.overwatch_04" respeakdelay 5
speak "vo.combine.charger.overwatch_05" respeakdelay 5
speak "vo.combine.charger.overwatch_06" respeakdelay 5
speak "vo.combine.charger.overwatch_07" respeakdelay 5
speak "vo.combine.charger.overwatch_08" respeakdelay 5
speak "vo.combine.charger.overwatch_09" respeakdelay 5
speak "vo.combine.charger.overwatch_10" respeakdelay 5
speak "vo.combine.charger.overwatch_11" respeakdelay 5
speak "vo.combine.charger.overwatch_12" respeakdelay 5
speak "vo.combine.charger.overwatch_13" respeakdelay 5
speak "vo.combine.charger.overwatch_14" respeakdelay 5
speak "vo.combine.charger.overwatch_15" respeakdelay 5
speak "vo.combine.charger.overwatch_16" respeakdelay 5
speak "vo.combine.charger.overwatch_17" respeakdelay 5
speak "vo.combine.charger.overwatch_18" respeakdelay 5
speak "vo.combine.charger.overwatch_19" respeakdelay 5
speak "vo.combine.charger.overwatch_20" respeakdelay 5
speak "vo.combine.charger.lostenemy_01" respeakdelay 5
speak "vo.combine.charger.lostenemy_03" respeakdelay 5
speak "vo.combine.charger.lostenemy_04" respeakdelay 5
speak "vo.combine.charger.lostenemy_05" respeakdelay 5
speak "vo.combine.charger.lostenemy_06" respeakdelay 5
speak "vo.combine.charger.lostenemy_07" respeakdelay 5
speak "vo.combine.charger.lostenemy_08" respeakdelay 5
speak "vo.combine.charger.lostvisual_01" respeakdelay 5
speak "vo.combine.charger.lostvisual_02" respeakdelay 5
speak "vo.combine.charger.lostvisual_03" respeakdelay 5
speak "vo.combine.charger.lostvisual_04" respeakdelay 5
speak "vo.combine.charger.lostvisual_05" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.lostvisual_06" respeakdelay 5
speak "vo.combine.charger.lostvisual_07" respeakdelay 5
speak "vo.combine.charger.lostvisual_08" respeakdelay 5
speak "vo.combine.charger.lostvisual_09" respeakdelay 5
speak "vo.combine.charger.lostvisual_10" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_01" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_03" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_04" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_05" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_06" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_08" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_09" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_10" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_11" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_12" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_13" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_14" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_15" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_16" respeakdelay 5
speak "vo.combine.charger.reconnoiter_start_17" respeakdelay 5
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.overwatch_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.overwatch_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.overwatch_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.overwatch_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.overwatch_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.overwatch_06"
}
}
//========================================================================================================
// PAIN
//============================
response CS_Charger_Pain
{
criteria IsCombineS IsClass_Charger ConceptPain
speak "vo.combine.charger.pain_01"
speak "vo.combine.charger.pain_02"
speak "vo.combine.charger.pain_03"
speak "vo.combine.charger.pain_04"
speak "vo.combine.charger.pain_05"
speak "vo.combine.charger.pain_06"
speak "vo.combine.charger.pain_07"
speak "vo.combine.charger.pain_08"
speak "vo.combine.charger.pain_09"
speak "vo.combine.charger.pain_10"
speak "vo.combine.charger.underattack_01"
speak "vo.combine.charger.underattack_02"
speak "vo.combine.charger.underattack_03"
speak "vo.combine.charger.underattack_04"
speak "vo.combine.charger.underattack_05"
speak "vo.combine.charger.underattack_06"
speak "vo.combine.charger.underattack_07"
speak "vo.combine.charger.underattack_08"
speak "vo.combine.charger.underattack_09"
speak "vo.combine.charger.underattack_10"
speak "vo.combine.charger.underattack_11"
speak "vo.combine.charger.underattack_12"
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Charger_PlayerIsHurt
{
criteria IsCombineS IsClass_Charger ConceptPlayerIsHurt
speak "vo.combine.charger.playerishurt_01"
speak "vo.combine.charger.playerishurt_02"
speak "vo.combine.charger.playerishurt_03"
speak "vo.combine.charger.playerishurt_04"
speak "vo.combine.charger.playerishurt_05"
speak "vo.combine.charger.playerishurt_06"
speak "vo.combine.charger.playerishurt_07"
speak "vo.combine.charger.playerishurt_08"
speak "vo.combine.charger.playerishurt_09"
speak "vo.combine.charger.playerishurt_10"
speak "vo.combine.charger.playerishurt_11"
speak "vo.combine.charger.playerishurt_13"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.playerishurt_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.playerishurt_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.playerishurt_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.playerishurt_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.playerishurt_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.playerishurt_06"
}
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Charger_ReconnoiterFinish
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterFinish
speak "vo.combine.charger.reconnoiter_finish_01"
speak "vo.combine.charger.reconnoiter_finish_02"
speak "vo.combine.charger.reconnoiter_finish_03"
speak "vo.combine.charger.reconnoiter_finish_04"
speak "vo.combine.charger.reconnoiter_finish_05"
speak "vo.combine.charger.reconnoiter_finish_06"
speak "vo.combine.charger.reconnoiter_finish_07"
speak "vo.combine.charger.reconnoiter_finish_08"
speak "vo.combine.charger.reconnoiter_finish_09"
speak "vo.combine.charger.reconnoiter_finish_10"
speak "vo.combine.charger.reconnoiter_finish_11"
speak "vo.combine.charger.reconnoiter_finish_12"
speak "vo.combine.charger.reconnoiter_finish_13"
speak "vo.combine.charger.reconnoiter_finish_14"
speak "vo.combine.charger.reconnoiter_finish_15"
speak "vo.combine.charger.reconnoiter_finish_16"
speak "vo.combine.charger.reconnoiter_finish_18"
speak "vo.combine.charger.reconnoiter_finish_19"
speak "vo.combine.charger.reconnoiter_finish_20"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_finish_06"
}
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Charger_ReconnoiterSearch
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterSearch
speak "vo.combine.charger.reconnoiter_search_01"
speak "vo.combine.charger.reconnoiter_search_02"
speak "vo.combine.charger.reconnoiter_search_03"
speak "vo.combine.charger.reconnoiter_search_04"
speak "vo.combine.charger.reconnoiter_search_05"
speak "vo.combine.charger.reconnoiter_search_06"
speak "vo.combine.charger.reconnoiter_search_07"
speak "vo.combine.charger.reconnoiter_search_09"
speak "vo.combine.charger.reconnoiter_search_10"
speak "vo.combine.charger.reconnoiter_search_11"
speak "vo.combine.charger.reconnoiter_search_12"
speak "vo.combine.charger.reconnoiter_search_13"
speak "vo.combine.charger.reconnoiter_search_14"
speak "vo.combine.charger.reconnoiter_search_15"
speak "vo.combine.charger.reconnoiter_search_16"
speak "vo.combine.charger.reconnoiter_search_17"
speak "vo.combine.charger.reconnoiter_search_18"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.reconnoiter_search_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.reconnoiter_search_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.reconnoiter_search_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.reconnoiter_search_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_search_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_search_06"
}
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Charger_Reconnoiter
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterStart
speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.reconnoiter_start_06"
speak "vo.combine.charger.reconnoiter_start_08"
speak "vo.combine.charger.reconnoiter_start_09"
speak "vo.combine.charger.reconnoiter_start_10"
speak "vo.combine.charger.reconnoiter_start_11"
speak "vo.combine.charger.reconnoiter_start_12"
speak "vo.combine.charger.reconnoiter_start_13"
speak "vo.combine.charger.reconnoiter_start_14"
speak "vo.combine.charger.reconnoiter_start_15"
speak "vo.combine.charger.reconnoiter_start_16"
speak "vo.combine.charger.reconnoiter_start_17"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.reconnoiter_start_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reconnoiter_start_06"
}
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Charger_FindEnemy
{
criteria IsCombineS IsClass_Charger ConceptFindEnemy
speak "vo.combine.charger.refindenemy_01" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_02"
speak "vo.combine.charger.refindenemy_03" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_04"
speak "vo.combine.charger.refindenemy_05"
speak "vo.combine.charger.refindenemy_06"
speak "vo.combine.charger.refindenemy_07"
speak "vo.combine.charger.refindenemy_09"
speak "vo.combine.charger.refindenemy_10" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_11" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_12"
speak "vo.combine.charger.refindenemy_13"
speak "vo.combine.charger.refindenemy_14"
speak "vo.combine.charger.refindenemy_15"
speak "vo.combine.charger.refindenemy_16"
speak "vo.combine.charger.refindenemy_17"
speak "vo.combine.charger.refindenemy_18"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.refindenemy_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.refindenemy_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.refindenemy_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.refindenemy_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.refindenemy_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.refindenemy_06"
}
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Charger_Reload
{
criteria IsCombineS IsClass_Charger ConceptReload
speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.reload_05"
speak "vo.combine.charger.reload_06"
speak "vo.combine.charger.reload_07"
speak "vo.combine.charger.reload_08"
speak "vo.combine.charger.reload_09"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.reload_07"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reload_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.reload_06"
}
}
//====================================================================
// SQUAD MEMBER LOST
//====================================================================
response CS_Charger_SquadMemberLost
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost
response
{
criteria LostSquadcharger
speak "vo.combine.charger.squadmemberlost_01" predelay 1
speak "vo.combine.charger.squadmemberlost_02" predelay 1
speak "vo.combine.charger.squadmemberlost_03" predelay 1
speak "vo.combine.charger.squadmemberlost_05" predelay 1
speak "vo.combine.charger.squadmemberlost_06" predelay 1
speak "vo.combine.charger.squadmemberlost_07" predelay 1
speak "vo.combine.charger.squadmemberlost_09" predelay 1
speak "vo.combine.charger.squadmemberlost_10" predelay 1
speak "vo.combine.charger.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.charger.squadmemberlost_11"
}
response
{
criteria LostSquadCharger
speak "vo.combine.charger.squadmemberlost_01" predelay 1
speak "vo.combine.charger.squadmemberlost_02" predelay 1
speak "vo.combine.charger.squadmemberlost_03" predelay 1
speak "vo.combine.charger.squadmemberlost_05" predelay 1
speak "vo.combine.charger.squadmemberlost_06" predelay 1
speak "vo.combine.charger.squadmemberlost_07" predelay 1
speak "vo.combine.charger.squadmemberlost_09" predelay 1
speak "vo.combine.charger.squadmemberlost_10" predelay 1
speak "vo.combine.charger.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.charger.squadmemberlost_11"
}
response
{
criteria LostSquadSuppressor
speak "vo.combine.charger.squadmemberlost_01" predelay 1
speak "vo.combine.charger.squadmemberlost_02" predelay 1
speak "vo.combine.charger.squadmemberlost_03" predelay 1
speak "vo.combine.charger.squadmemberlost_05" predelay 1
speak "vo.combine.charger.squadmemberlost_06" predelay 1
speak "vo.combine.charger.squadmemberlost_07" predelay 1
speak "vo.combine.charger.squadmemberlost_09" predelay 1
speak "vo.combine.charger.squadmemberlost_10" predelay 1
speak "vo.combine.charger.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.charger.squadmemberlost_11"
}
response
{
criteria LostSquadLeader
speak "vo.combine.charger.squadmemberlost_leader_01" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_02" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_03" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_04" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_05" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_06" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_07" predelay 1
}
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Charger_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost IsLastSquadMemberLeft
speak "vo.combine.charger.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_09" predelay 1
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Charger_Suppressing
{
criteria IsCombineS IsClass_Charger ConceptSuppressing
speak "vo.combine.charger.firing_01"
speak "vo.combine.charger.firing_02"
speak "vo.combine.charger.firing_03"
speak "vo.combine.charger.firing_04"
speak "vo.combine.charger.firing_05"
speak "vo.combine.charger.firing_06"
speak "vo.combine.charger.firing_07"
speak "vo.combine.charger.firing_08"
speak "vo.combine.charger.firing_09"
speak "vo.combine.charger.firing_10"
speak "vo.combine.charger.announceattack_cover_01"
speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.announceattack_cover_03"
speak "vo.combine.charger.announceattack_cover_04"
speak "vo.combine.charger.announceattack_cover_05"
speak "vo.combine.charger.announceattack_cover_06"
speak "vo.combine.charger.announceattack_cover_07"
speak "vo.combine.charger.announceattack_cover_08"
speak "vo.combine.charger.announceattack_cover_09"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.firing_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.firing_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.firing_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.firing_07"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.firing_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.firing_06"
}
}
//========================================================================================================
// I'M TAKING FIRE
//====================================================================
response CS_Charger_TakingFire
{
criteria IsCombineS IsClass_Charger ConceptTakingFire
speak "vo.combine.charger.takingfire_01" respeakdelay 15
speak "vo.combine.charger.takingfire_02" respeakdelay 15
speak "vo.combine.charger.takingfire_03" respeakdelay 15
speak "vo.combine.charger.takingfire_04" respeakdelay 15
speak "vo.combine.charger.takingfire_05" respeakdelay 15
speak "vo.combine.charger.takingfire_06" respeakdelay 15
speak "vo.combine.charger.takingfire_07" respeakdelay 15
speak "vo.combine.charger.takingfire_08" respeakdelay 15
speak "vo.combine.charger.takingfire_09" respeakdelay 15
speak "vo.combine.charger.takingfire_10" respeakdelay 15
speak "vo.combine.charger.takingfire_11" respeakdelay 15
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.takingfire_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.takingfire_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.takingfire_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.takingfire_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.takingfire_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.takingfire_06"
}
}
//========================================================================================================
// SQUAD IS UNDER ATTACK
//====================================================================
response CS_Charger_UnderAttack
{
criteria IsCombineS IsClass_Charger ConceptUnderAttack
speak "vo.combine.charger.underattack_01"
speak "vo.combine.charger.underattack_02"
speak "vo.combine.charger.underattack_03"
speak "vo.combine.charger.underattack_04"
speak "vo.combine.charger.underattack_05"
speak "vo.combine.charger.underattack_06"
speak "vo.combine.charger.underattack_07"
speak "vo.combine.charger.underattack_08"
speak "vo.combine.charger.underattack_09"
speak "vo.combine.charger.underattack_10"
speak "vo.combine.charger.underattack_11"
speak "vo.combine.charger.underattack_12"
}
//========================================================================================================
// ORDER RESPONSES
//====================================================================
response CS_Charger_UnableToComply
{
criteria IsCombineS IsClass_Charger IsOrderResponse
response
{
criteria ResponseIsNegative
speak "vo.combine.charger.unabletocommence_01"
speak "vo.combine.charger.unabletocommence_02"
speak "vo.combine.charger.unabletocommence_03"
speak "vo.combine.charger.unabletocommence_04"
speak "vo.combine.charger.unabletocommence_05"
speak "vo.combine.charger.unabletocommence_06"
speak "vo.combine.charger.unabletocommence_07"
}
response
{
criteria ResponseIsPositive
speak "vo.combine.charger.orderresponse_positive_01"
speak "vo.combine.charger.orderresponse_positive_02"
speak "vo.combine.charger.orderresponse_positive_03"
speak "vo.combine.charger.orderresponse_positive_04"
speak "vo.combine.charger.orderresponse_positive_05"
speak "vo.combine.charger.orderresponse_positive_06"
}
}
//========================================================================================================
// TAUNT
//====================================================================
response CS_Charger_Taunt
{
criteria IsCombineS IsClass_Charger ConceptTaunt
speak "vo.combine.charger.taunt_010"
speak "vo.combine.charger.taunt_011"
speak "vo.combine.charger.taunt_012"
speak "vo.combine.charger.taunt_020"
speak "vo.combine.charger.taunt_021"
speak "vo.combine.charger.taunt_022"
speak "vo.combine.charger.taunt_030"
speak "vo.combine.charger.taunt_031"
speak "vo.combine.charger.taunt_032"
speak "vo.combine.charger.taunt_040"
speak "vo.combine.charger.taunt_041"
speak "vo.combine.charger.taunt_042"
speak "vo.combine.charger.taunt_050"
speak "vo.combine.charger.taunt_051"
speak "vo.combine.charger.taunt_052"
speak "vo.combine.charger.taunt_060"
speak "vo.combine.charger.taunt_061"
speak "vo.combine.charger.taunt_062"
speak "vo.combine.charger.taunt_070"
speak "vo.combine.charger.taunt_071"
speak "vo.combine.charger.taunt_072"
speak "vo.combine.charger.taunt_080"
speak "vo.combine.charger.taunt_081"
speak "vo.combine.charger.taunt_082"
speak "vo.combine.charger.taunt_090"
speak "vo.combine.charger.taunt_091"
speak "vo.combine.charger.taunt_092"
speak "vo.combine.charger.taunt_100"
speak "vo.combine.charger.taunt_101"
speak "vo.combine.charger.taunt_102"
speak "vo.combine.charger.taunt_110"
speak "vo.combine.charger.taunt_111"
speak "vo.combine.charger.taunt_112"
speak "vo.combine.charger.taunt_120"
speak "vo.combine.charger.taunt_121"
speak "vo.combine.charger.taunt_122"
speak "vo.combine.charger.taunt_130"
speak "vo.combine.charger.taunt_131"
speak "vo.combine.charger.taunt_132"
speak "vo.combine.charger.taunt_140"
speak "vo.combine.charger.taunt_141"
speak "vo.combine.charger.taunt_142"
speak "vo.combine.charger.taunt_150"
speak "vo.combine.charger.taunt_151"
speak "vo.combine.charger.taunt_152"
speak "vo.combine.charger.taunt_160"
speak "vo.combine.charger.taunt_161"
speak "vo.combine.charger.taunt_162"
speak "vo.combine.charger.taunt_170"
speak "vo.combine.charger.taunt_171"
speak "vo.combine.charger.taunt_172"
speak "vo.combine.charger.taunt_180"
speak "vo.combine.charger.taunt_181"
speak "vo.combine.charger.taunt_182"
speak "vo.combine.charger.taunt_190"
speak "vo.combine.charger.taunt_191"
speak "vo.combine.charger.taunt_192"
speak "vo.combine.charger.taunt_200"
speak "vo.combine.charger.taunt_201"
speak "vo.combine.charger.taunt_202"
}
//========================================================================================================
// HEAR SUSPICIOUS
//====================================================================
response CS_Charger_HearSuspicous
{
criteria IsCombineS IsClass_Charger ConceptHearSuspicious
speak "vo.combine.charger.hear_suspicious_01" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.hear_suspicious_02"
speak "vo.combine.charger.hear_suspicious_03"
speak "vo.combine.charger.hear_suspicious_04"
speak "vo.combine.charger.hear_suspicious_05"
speak "vo.combine.charger.hear_suspicious_06"
}
//========================================================================================================
// ATTACKING COVER
//====================================================================
response CS_Charger_AttackingCover
{
criteria IsCombineS IsClass_Charger ConceptAttackingCover
speak "vo.combine.charger.announceattack_cover_01"
speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.announceattack_cover_03"
speak "vo.combine.charger.announceattack_cover_04"
speak "vo.combine.charger.announceattack_cover_05"
speak "vo.combine.charger.announceattack_cover_06"
speak "vo.combine.charger.announceattack_cover_07"
speak "vo.combine.charger.announceattack_cover_08"
speak "vo.combine.charger.announceattack_cover_09"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_cover_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announceattack_cover_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_cover_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_06"
}
}
//========================================================================================================
// ATTACKING FROM BEHIND
//====================================================================
response CS_Charger_AttackingFromBehind
{
criteria IsCombineS IsClass_Charger EnemyIsPlayer ConceptAttackingFromBehind
speak "vo.combine.charger.playerishurt_01" respeakdelay 7
speak "vo.combine.charger.playerishurt_02" respeakdelay 7
speak "vo.combine.charger.playerishurt_03" respeakdelay 7
speak "vo.combine.charger.playerishurt_04" respeakdelay 7
speak "vo.combine.charger.playerishurt_05" respeakdelay 7
speak "vo.combine.charger.playerishurt_06" respeakdelay 7
speak "vo.combine.charger.playerishurt_07" respeakdelay 7
speak "vo.combine.charger.playerishurt_08" respeakdelay 7
speak "vo.combine.charger.playerishurt_09" respeakdelay 7
speak "vo.combine.charger.playerishurt_10" respeakdelay 7
speak "vo.combine.charger.playerishurt_11" respeakdelay 7
speak "vo.combine.charger.playerishurt_13" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_01" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"thensimple 1 speak "vo.combine.charger.calloutlocation_behind_01"
speak "vo.combine.charger.announceattack_cover_03" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_04" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_05" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_06" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_07" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_08" respeakdelay 7
speak "vo.combine.charger.announceattack_cover_09" respeakdelay 7
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_cover_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announceattack_cover_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_cover_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_06"
}
}
//========================================================================================================
// PRESS ATTACK
//====================================================================
response CS_Charger_PressAttack
{
criteria IsCombineS IsClass_Charger ConceptPressAttack
speak "vo.combine.charger.preparing_charge_01" respeakdelay 7
speak "vo.combine.charger.preparing_charge_02" respeakdelay 7
speak "vo.combine.charger.preparing_charge_03" respeakdelay 7
speak "vo.combine.charger.preparing_charge_04" respeakdelay 7
speak "vo.combine.charger.preparing_charge_05" respeakdelay 7
speak "vo.combine.charger.preparing_charge_06" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_01" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_02" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_03" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_04" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_05" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_06" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_07" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_08" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_09" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_11" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_12" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_13" respeakdelay 7
speak "vo.combine.charger.advancing_on_target_14" respeakdelay 7
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.announceattack_cover_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.announceattack_cover_02" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.announceattack_cover_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.announceattack_cover_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.announceattack_cover_06"
}
}
//========================================================================================================
// RETREATING DUE TO DANGER
//====================================================================
response CS_Charger_Retreating
{
criteria IsCombineS IsClass_Charger ConceptDanger
speak "vo.combine.charger.retreat_02"
speak "vo.combine.charger.retreat_03"
speak "vo.combine.charger.retreat_04"
speak "vo.combine.charger.retreat_05"
speak "vo.combine.charger.retreat_06"
speak "vo.combine.charger.retreat_07"
speak "vo.combine.charger.retreat_08"
speak "vo.combine.charger.retreat_10"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.retreat_10"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.retreat_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.retreat_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.retreat_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.retreat_05"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.retreat_06"
}
}
//========================================================================================================
// RETREATING DUE TO RELOAD
//====================================================================
response CS_Charger_RetreatToReload
{
criteria IsCombineS IsClass_Charger ConceptRetreatToReload
speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.reload_05"
speak "vo.combine.charger.reload_06"
speak "vo.combine.charger.reload_07"
speak "vo.combine.charger.reload_08"
speak "vo.combine.charger.reload_09"
speak "vo.combine.charger.retreat_04" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.retreat_05" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.retreat_08" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_05"
speak "vo.combine.charger.retreat_10" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_06"
speak "vo.combine.charger.coverme_02" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_07"
speak "vo.combine.charger.coverme_03" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_08"
speak "vo.combine.charger.coverme_07" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_09" thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.underattack_01"respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.underattack_02"respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.underattack_04" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_05"
speak "vo.combine.charger.underattack_05" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_06"
speak "vo.combine.charger.underattack_06" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_07"
speak "vo.combine.charger.underattack_07" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_08"
speak "vo.combine.charger.underattack_08" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_09"
speak "vo.combine.charger.underattack_09" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_01"
speak "vo.combine.charger.underattack_10" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_02"
speak "vo.combine.charger.underattack_12" respeakdelay 5 thensimple 2 speak "vo.combine.charger.reload_05"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.retreat_04"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.retreat_05"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.coverme_02"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.retreat_07"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.retreat_08"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.retreat_10"
}
}
//========================================================================================================
// SEES PLAYER IS RELOADING
//====================================================================
response CS_Charger_SeesPlayerReloading
{
criteria IsCombineS IsClass_Charger PlayerIsReloading
speak "vo.combine.charger.sees_reloading_01"
speak "vo.combine.charger.sees_reloading_02"
speak "vo.combine.charger.sees_reloading_03"
speak "vo.combine.charger.sees_reloading_04"
speak "vo.combine.charger.sees_reloading_05"
response
{
criteria IsOrderResponse
speak "vo.combine.charger.orderresponse_positive_01" thensimple 0 speak "vo.combine.charger.sees_reloading_01"
speak "vo.combine.charger.orderresponse_positive_02" thensimple 0 speak "vo.combine.charger.sees_reloading_02"
speak "vo.combine.charger.orderresponse_positive_03" thensimple 0 speak "vo.combine.charger.sees_reloading_03"
speak "vo.combine.charger.orderresponse_positive_04" thensimple 0 speak "vo.combine.charger.sees_reloading_04"
speak "vo.combine.charger.orderresponse_positive_05" thensimple 0 speak "vo.combine.charger.sees_reloading_05"
}
}
//========================================================================================================
// IDLE
//===========================
response CS_Charger_Idle
{
criteria IsCombineS IsClass_Charger ConceptIdle
speak "vo.combine.charger.idle_01"
speak "vo.combine.charger.idle_02"
speak "vo.combine.charger.idle_03"
speak "vo.combine.charger.idle_04"
speak "vo.combine.charger.idle_05"
speak "vo.combine.charger.idle_06"
speak "vo.combine.charger.idle_07"
speak "vo.combine.charger.idle_08"
speak "vo.combine.charger.idle_09"
speak "vo.combine.charger.idle_10"
speak "vo.combine.charger.idle_11"
speak "vo.combine.charger.idle_12"
speak "vo.combine.charger.idle_13"
speak "vo.combine.charger.idle_14"
speak "vo.combine.charger.idle_15"
speak "vo.combine.charger.idle_16"
speak "vo.combine.charger.idle_17"
speak "vo.combine.charger.idle_18"
speak "vo.combine.charger.idle_19"
speak "vo.combine.charger.idle_20"
}
response CS_Charger_IdleCombat
{
criteria IsCombineS IsClass_Charger ConceptIdleCombat
speak "vo.combine.charger.combat_idle_010" respeakdelay 15
speak "vo.combine.charger.combat_idle_011" respeakdelay 15
speak "vo.combine.charger.combat_idle_012" respeakdelay 15
speak "vo.combine.charger.combat_idle_020" respeakdelay 15
speak "vo.combine.charger.combat_idle_021" respeakdelay 15
speak "vo.combine.charger.combat_idle_022" respeakdelay 15
speak "vo.combine.charger.combat_idle_030" respeakdelay 15
speak "vo.combine.charger.combat_idle_031" respeakdelay 15
speak "vo.combine.charger.combat_idle_032" respeakdelay 15
speak "vo.combine.charger.combat_idle_040" respeakdelay 15
speak "vo.combine.charger.combat_idle_041" respeakdelay 15
speak "vo.combine.charger.combat_idle_042" respeakdelay 15
speak "vo.combine.charger.combat_idle_050" respeakdelay 15
speak "vo.combine.charger.combat_idle_051" respeakdelay 15
speak "vo.combine.charger.combat_idle_052" respeakdelay 15
speak "vo.combine.charger.combat_idle_060" respeakdelay 15
speak "vo.combine.charger.combat_idle_061" respeakdelay 15
speak "vo.combine.charger.combat_idle_062" respeakdelay 15
speak "vo.combine.charger.combat_idle_070" respeakdelay 15
speak "vo.combine.charger.combat_idle_071" respeakdelay 15
speak "vo.combine.charger.combat_idle_072" respeakdelay 15
speak "vo.combine.charger.combat_idle_080" respeakdelay 15
speak "vo.combine.charger.combat_idle_081" respeakdelay 15
speak "vo.combine.charger.combat_idle_082" respeakdelay 15
speak "vo.combine.charger.combat_idle_090" respeakdelay 15
speak "vo.combine.charger.combat_idle_091" respeakdelay 15
speak "vo.combine.charger.combat_idle_092" respeakdelay 15
speak "vo.combine.charger.combat_idle_100" respeakdelay 15
speak "vo.combine.charger.combat_idle_101" respeakdelay 15
speak "vo.combine.charger.combat_idle_102" respeakdelay 15
speak "vo.combine.charger.combat_idle_110" respeakdelay 15
speak "vo.combine.charger.combat_idle_111" respeakdelay 15
speak "vo.combine.charger.combat_idle_112" respeakdelay 15
speak "vo.combine.charger.combat_idle_120" respeakdelay 15
speak "vo.combine.charger.combat_idle_121" respeakdelay 15
speak "vo.combine.charger.combat_idle_122" respeakdelay 15
speak "vo.combine.charger.combat_idle_130" respeakdelay 15
speak "vo.combine.charger.combat_idle_131" respeakdelay 15
speak "vo.combine.charger.combat_idle_132" respeakdelay 15
speak "vo.combine.charger.combat_idle_140" respeakdelay 15
speak "vo.combine.charger.combat_idle_141" respeakdelay 15
speak "vo.combine.charger.combat_idle_142" respeakdelay 15
speak "vo.combine.charger.combat_idle_150" respeakdelay 15
speak "vo.combine.charger.combat_idle_151" respeakdelay 15
speak "vo.combine.charger.combat_idle_152" respeakdelay 15
speak "vo.combine.charger.combat_idle_160" respeakdelay 15
speak "vo.combine.charger.combat_idle_161" respeakdelay 15
speak "vo.combine.charger.combat_idle_162" respeakdelay 15
speak "vo.combine.charger.combat_idle_170" respeakdelay 15
speak "vo.combine.charger.combat_idle_171" respeakdelay 15
speak "vo.combine.charger.combat_idle_172" respeakdelay 15
speak "vo.combine.charger.combat_idle_180" respeakdelay 15
speak "vo.combine.charger.combat_idle_181" respeakdelay 15
speak "vo.combine.charger.combat_idle_182" respeakdelay 15
speak "vo.combine.charger.combat_idle_190" respeakdelay 15
speak "vo.combine.charger.combat_idle_191" respeakdelay 15
speak "vo.combine.charger.combat_idle_192" respeakdelay 15
speak "vo.combine.charger.combat_idle_200" respeakdelay 15
speak "vo.combine.charger.combat_idle_201" respeakdelay 15
speak "vo.combine.charger.combat_idle_202" respeakdelay 15
speak "vo.combine.charger.taunt_010"
speak "vo.combine.charger.taunt_011"
speak "vo.combine.charger.taunt_012"
speak "vo.combine.charger.taunt_020"
speak "vo.combine.charger.taunt_021"
speak "vo.combine.charger.taunt_022"
speak "vo.combine.charger.taunt_030"
speak "vo.combine.charger.taunt_031"
speak "vo.combine.charger.taunt_032"
speak "vo.combine.charger.taunt_040"
speak "vo.combine.charger.taunt_041"
speak "vo.combine.charger.taunt_042"
speak "vo.combine.charger.taunt_050"
speak "vo.combine.charger.taunt_051"
speak "vo.combine.charger.taunt_052"
speak "vo.combine.charger.taunt_060"
speak "vo.combine.charger.taunt_061"
speak "vo.combine.charger.taunt_062"
speak "vo.combine.charger.taunt_070"
speak "vo.combine.charger.taunt_071"
speak "vo.combine.charger.taunt_072"
speak "vo.combine.charger.taunt_080"
speak "vo.combine.charger.taunt_081"
speak "vo.combine.charger.taunt_082"
speak "vo.combine.charger.taunt_090"
speak "vo.combine.charger.taunt_091"
speak "vo.combine.charger.taunt_092"
speak "vo.combine.charger.taunt_100"
speak "vo.combine.charger.taunt_101"
speak "vo.combine.charger.taunt_102"
speak "vo.combine.charger.taunt_110"
speak "vo.combine.charger.taunt_111"
speak "vo.combine.charger.taunt_112"
speak "vo.combine.charger.taunt_120"
speak "vo.combine.charger.taunt_121"
speak "vo.combine.charger.taunt_122"
speak "vo.combine.charger.taunt_130"
speak "vo.combine.charger.taunt_131"
speak "vo.combine.charger.taunt_132"
speak "vo.combine.charger.taunt_140"
speak "vo.combine.charger.taunt_141"
speak "vo.combine.charger.taunt_142"
speak "vo.combine.charger.taunt_150"
speak "vo.combine.charger.taunt_151"
speak "vo.combine.charger.taunt_152"
speak "vo.combine.charger.taunt_160"
speak "vo.combine.charger.taunt_161"
speak "vo.combine.charger.taunt_162"
speak "vo.combine.charger.taunt_170"
speak "vo.combine.charger.taunt_171"
speak "vo.combine.charger.taunt_172"
speak "vo.combine.charger.taunt_180"
speak "vo.combine.charger.taunt_181"
speak "vo.combine.charger.taunt_182"
speak "vo.combine.charger.taunt_190"
speak "vo.combine.charger.taunt_191"
speak "vo.combine.charger.taunt_192"
speak "vo.combine.charger.taunt_200"
speak "vo.combine.charger.taunt_201"
speak "vo.combine.charger.taunt_202"
}
//======================================================================================
// LOCATION CALLOUTS
//======================================================================================
response CS_Charger_NoSpeech
{
}
response CS_Charger_Firing
{
criteria IsCombineS IsClass_Charger ConceptFiring
speak "vo.combine.charger.firing_01" respeakdelay 12
speak "vo.combine.charger.firing_02" respeakdelay 12
speak "vo.combine.charger.firing_03" respeakdelay 12
speak "vo.combine.charger.firing_04" respeakdelay 12
speak "vo.combine.charger.firing_05" respeakdelay 12
speak "vo.combine.charger.firing_06" respeakdelay 12
speak "vo.combine.charger.firing_07" respeakdelay 12
speak "vo.combine.charger.firing_08" respeakdelay 12
speak "vo.combine.charger.firing_09" respeakdelay 12
speak "vo.combine.charger.firing_10" respeakdelay 12
speak "vo.combine.charger.refindenemy_01" respeakdelay 12 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_02" respeakdelay 12
speak "vo.combine.charger.refindenemy_03" respeakdelay 12 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_04" respeakdelay 12
speak "vo.combine.charger.refindenemy_05" respeakdelay 12
speak "vo.combine.charger.refindenemy_06" respeakdelay 12
speak "vo.combine.charger.refindenemy_07" respeakdelay 12
speak "vo.combine.charger.refindenemy_09" respeakdelay 12
speak "vo.combine.charger.refindenemy_10" respeakdelay 12 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_11" respeakdelay 12 thensimple 0 speak "vo.combine.charger.calloutcode_numbers"
speak "vo.combine.charger.refindenemy_12" respeakdelay 12
speak "vo.combine.charger.refindenemy_13" respeakdelay 12
speak "vo.combine.charger.refindenemy_14" respeakdelay 12
speak "vo.combine.charger.refindenemy_15" respeakdelay 12
speak "vo.combine.charger.refindenemy_16" respeakdelay 12
speak "vo.combine.charger.refindenemy_17" respeakdelay 12
speak "vo.combine.charger.refindenemy_18" respeakdelay 12
speak "vo.combine.charger.announceattack_01" respeakdelay 12
speak "vo.combine.charger.announceattack_02" respeakdelay 12
speak "vo.combine.charger.announceattack_03" respeakdelay 12
speak "vo.combine.charger.announceattack_04" respeakdelay 12
speak "vo.combine.charger.announceattack_05" respeakdelay 12
speak "vo.combine.charger.announceattack_09" respeakdelay 12
speak "vo.combine.charger.orderresponse_positive_01"
speak "vo.combine.charger.orderresponse_positive_02"
speak "vo.combine.charger.orderresponse_positive_03"
speak "vo.combine.charger.orderresponse_positive_04"
speak "vo.combine.charger.orderresponse_positive_05"
speak "vo.combine.charger.orderresponse_positive_06"
speak "vo.combine.charger.firing_110" respeakdelay 12
speak "vo.combine.charger.firing_111" respeakdelay 12
speak "vo.combine.charger.firing_112" respeakdelay 12
speak "vo.combine.charger.firing_120" respeakdelay 12
speak "vo.combine.charger.firing_121" respeakdelay 12
speak "vo.combine.charger.firing_122" respeakdelay 12
speak "vo.combine.charger.firing_130" respeakdelay 12
speak "vo.combine.charger.firing_131" respeakdelay 12
speak "vo.combine.charger.firing_132" respeakdelay 12
speak "vo.combine.charger.firing_140" respeakdelay 12
speak "vo.combine.charger.firing_141" respeakdelay 12
speak "vo.combine.charger.firing_142" respeakdelay 12
speak "vo.combine.charger.firing_150" respeakdelay 12
speak "vo.combine.charger.firing_151" respeakdelay 12
speak "vo.combine.charger.firing_152" respeakdelay 12
speak "vo.combine.charger.firing_160" respeakdelay 12
speak "vo.combine.charger.firing_161" respeakdelay 12
speak "vo.combine.charger.firing_162" respeakdelay 12
speak "vo.combine.charger.firing_170" respeakdelay 12
speak "vo.combine.charger.firing_171" respeakdelay 12
speak "vo.combine.charger.firing_172" respeakdelay 12
speak "vo.combine.charger.firing_180" respeakdelay 12
speak "vo.combine.charger.firing_181" respeakdelay 12
speak "vo.combine.charger.firing_182" respeakdelay 12
speak "vo.combine.charger.firing_190" respeakdelay 12
speak "vo.combine.charger.firing_191" respeakdelay 12
speak "vo.combine.charger.firing_192" respeakdelay 12
speak "vo.combine.charger.firing_200" respeakdelay 12
speak "vo.combine.charger.firing_201" respeakdelay 12
speak "vo.combine.charger.firing_202" respeakdelay 12
speak "vo.combine.charger.firing_210" respeakdelay 12
speak "vo.combine.charger.firing_211" respeakdelay 12
speak "vo.combine.charger.firing_212" respeakdelay 12
response
{
criteria PlayerAtBarrels
speak "vo.combine.charger.calloutlocation_barrells_01" respeakdelay 17
}
response
{
criteria PlayerAtBricks
speak "vo.combine.charger.calloutlocation_bricks_01" respeakdelay 17
}
response
{
criteria PlayerAtBuilding
speak "vo.combine.charger.calloutlocation_building_01" respeakdelay 17
}
response
{
criteria PlayerAtBridge
speak "vo.combine.charger.calloutlocation_bridge_01" respeakdelay 17
}
response
{
criteria PlayerAtCar
speak "vo.combine.charger.calloutlocation_car_01" respeakdelay 17
}
response
{
criteria PlayerAtCrane
speak "vo.combine.charger.calloutlocation_crane_01" respeakdelay 17
}
response
{
criteria PlayerAtDoor
speak "vo.combine.charger.calloutlocation_door_01" respeakdelay 17
}
response
{
criteria PlayerAtPipes
speak "vo.combine.charger.calloutlocation_pipes_01" respeakdelay 17
}
response
{
criteria PlayerAtShack
speak "vo.combine.charger.calloutlocation_shack_01" respeakdelay 17
}
response
{
criteria PlayerAtTunnel
speak "vo.combine.charger.calloutlocation_tunnel_01" respeakdelay 17
}
response
{
criteria PlayerAtHut
speak "vo.combine.charger.calloutlocation_hut_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.charger.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.charger.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTruck
speak "vo.combine.charger.calloutlocation_truck_01" respeakdelay 17
}
response
{
criteria PlayerAtWoodPile
speak "vo.combine.charger.calloutlocation_woodpile_01" respeakdelay 17
}
response
{
criteria PlayerAtVan
speak "vo.combine.charger.calloutlocation_van_01" respeakdelay 17
}
response
{
criteria PlayerAtElevator
speak "vo.combine.charger.calloutlocation_elevator_01" respeakdelay 17
}
response
{
criteria PlayerAtApartment
speak "vo.combine.charger.calloutlocation_apartment_01" respeakdelay 17
}
response
{
criteria PlayerAtBelow
speak "vo.combine.charger.calloutlocation_below_01" respeakdelay 17
}
response
{
criteria PlayerAtAbove
speak "vo.combine.charger.calloutlocation_above_01" respeakdelay 17
}
response
{
criteria PlayerAtBehind
speak "vo.combine.charger.calloutlocation_behind_01" respeakdelay 17
}
response
{
criteria PlayerAtToilet
speak "vo.combine.charger.calloutlocation_toilet_01" respeakdelay 17
}
response
{
criteria PlayerAtWheels
speak "vo.combine.charger.calloutlocation_wheels_01" respeakdelay 17
}
response
{
criteria PlayerAtFront
speak "vo.combine.charger.calloutlocation_front_01" respeakdelay 17
}
response
{
criteria PlayerAtTrash
speak "vo.combine.charger.calloutlocation_trash_01" respeakdelay 17
}
}
npc_combine_grunt.txt
//========================================================================================================
// TEST CONCATENATION
//====================================================================
response CS_Grunt_TestConcat
{
criteria IsCombineS IsClass_Grunt Concept_TestCS
speak "vo.combine.grunt.calloutcode_one_01" thensimple 0 speak "vo.combine.grunt.calloutcode_two_01" thensimple 0 speak "vo.combine.grunt.calloutcode_three_01" thensimple 0 speak "vo.combine.grunt.calloutcode_four_01"
}
//========================================================================================================
// ADVANCING ON TARGET
//====================================================================
response CS_Grunt_AdvancingOnTarget
{
criteria IsCombineS IsClass_Grunt ConceptAdvancingOnTarget
speak "vo.combine.grunt.advancing_on_target_01"
speak "vo.combine.grunt.advancing_on_target_02"
speak "vo.combine.grunt.advancing_on_target_03"
speak "vo.combine.grunt.advancing_on_target_04"
speak "vo.combine.grunt.advancing_on_target_05"
speak "vo.combine.grunt.advancing_on_target_06"
speak "vo.combine.grunt.advancing_on_target_07"
speak "vo.combine.grunt.advancing_on_target_08"
speak "vo.combine.grunt.advancing_on_target_09"
speak "vo.combine.grunt.advancing_on_target_10"
speak "vo.combine.grunt.advancing_on_target_11"
speak "vo.combine.grunt.advancing_on_target_12"
speak "vo.combine.grunt.advancing_on_target_13"
speak "vo.combine.grunt.advancing_on_target_14"
speak "vo.combine.grunt.advancing_on_target_15"
speak "vo.combine.grunt.advancing_on_target_16"
speak "vo.combine.grunt.advancing_on_target_17"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.advancing_on_target_15"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.advancing_on_target_16"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.advancing_on_target_17"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.advancing_on_target_12"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.advancing_on_target_13"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.advancing_on_target_14"
}
}
//========================================================================================================
// ANNOUNCING CHARGE
//====================================================================
response CS_Grunt_Charging
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceCharge
speak "vo.combine.grunt.charging_01"
speak "vo.combine.grunt.charging_02"
speak "vo.combine.grunt.charging_03"
speak "vo.combine.grunt.charging_04"
speak "vo.combine.grunt.charging_06"
speak "vo.combine.grunt.advancing_on_target_01"
speak "vo.combine.grunt.advancing_on_target_02"
speak "vo.combine.grunt.advancing_on_target_03"
speak "vo.combine.grunt.advancing_on_target_04"
speak "vo.combine.grunt.advancing_on_target_05"
speak "vo.combine.grunt.advancing_on_target_06"
speak "vo.combine.grunt.advancing_on_target_07"
speak "vo.combine.grunt.advancing_on_target_08"
speak "vo.combine.grunt.advancing_on_target_09"
speak "vo.combine.grunt.advancing_on_target_10"
speak "vo.combine.grunt.advancing_on_target_11"
speak "vo.combine.grunt.advancing_on_target_12"
speak "vo.combine.grunt.advancing_on_target_13"
speak "vo.combine.grunt.advancing_on_target_14"
speak "vo.combine.grunt.advancing_on_target_15"
speak "vo.combine.grunt.advancing_on_target_16"
speak "vo.combine.grunt.advancing_on_target_17"
speak "vo.combine.grunt.advancing_on_target_18"
speak "vo.combine.grunt.advancing_on_target_19"
speak "vo.combine.grunt.advancing_on_target_20"
}
//========================================================================================================
// ANNOUNCING ATTACKS - GRENADE THROW
//====================================================================
response CS_Grunt_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptThrowingGrenade
speak "vo.combine.grunt.announceattack_grenade_01"
speak "vo.combine.grunt.announceattack_grenade_02"
speak "vo.combine.grunt.announceattack_grenade_03"
speak "vo.combine.grunt.announceattack_grenade_04"
speak "vo.combine.grunt.announceattack_grenade_05"
speak "vo.combine.grunt.announceattack_grenade_06"
speak "vo.combine.grunt.announceattack_grenade_07"
speak "vo.combine.grunt.announceattack_grenade_08"
speak "vo.combine.grunt.announceattack_grenade_09"
speak "vo.combine.grunt.announceattack_grenade_10"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announceattack_grenade_09"
}
}
//========================================================================================================
// ANNOUNCING ZOMBIE
//====================================================================
response CS_Grunt_AnnounceZombie
{
criteria IsCombineS IsClass_Grunt EnemyIsZombie ConceptAnnounceEnemy
speak "vo.combine.grunt.announceenemy_zombie_01"
speak "vo.combine.grunt.announceenemy_zombie_02"
speak "vo.combine.grunt.announceenemy_zombie_03"
speak "vo.combine.grunt.announceenemy_zombie_04"
speak "vo.combine.grunt.announceenemy_zombie_05"
speak "vo.combine.grunt.announceenemy_zombie_06"
speak "vo.combine.grunt.announceenemy_zombie_07"
speak "vo.combine.grunt.announceenemy_zombie_08"
speak "vo.combine.grunt.announceenemy_zombie_09"
speak "vo.combine.grunt.announceenemy_zombie_10"
}
//========================================================================================================
// ANNOUNCING ENEMY
//====================================================================
response CS_Grunt_AnnounceEnemy
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceEnemy
speak "vo.combine.grunt.announceattack_01"
speak "vo.combine.grunt.announceattack_02"
speak "vo.combine.grunt.announceattack_03"
speak "vo.combine.grunt.announceattack_04"
speak "vo.combine.grunt.announceattack_05"
speak "vo.combine.grunt.announceattack_06"
speak "vo.combine.grunt.announceattack_07"
speak "vo.combine.grunt.announceattack_08"
speak "vo.combine.grunt.announceattack_09"
speak "vo.combine.grunt.announceattack_11"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announceattack_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announceattack_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announceattack_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announceattack_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announceattack_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announceattack_09"
}
response
{
criteria EnemyIsPlayer AlyxIsKnown
speak "vo.combine.grunt.announceattack_alyx_01"
speak "vo.combine.grunt.announceattack_alyx_02"
speak "vo.combine.grunt.announceattack_alyx_03"
speak "vo.combine.grunt.announceattack_alyx_04"
speak "vo.combine.grunt.announceattack_alyx_05"
speak "vo.combine.grunt.announceattack_alyx_06"
speak "vo.combine.grunt.announceattack_alyx_07"
speak "vo.combine.grunt.announceattack_alyx_08"
speak "vo.combine.grunt.announceattack_alyx_09"
speak "vo.combine.grunt.announceattack_alyx_10"
speak "vo.combine.grunt.announceattack_alyx_11"
speak "vo.combine.grunt.announceattack_01"
speak "vo.combine.grunt.announceattack_02"
speak "vo.combine.grunt.announceattack_03"
speak "vo.combine.grunt.announceattack_04"
speak "vo.combine.grunt.announceattack_05"
speak "vo.combine.grunt.announceattack_06"
speak "vo.combine.grunt.announceattack_09"
speak "vo.combine.grunt.announceattack_11"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_09"
}
response
{
criteria PlayerHasUpgrades
speak "vo.combine.grunt.sees_upgrades_01"
speak "vo.combine.grunt.sees_upgrades_02"
speak "vo.combine.grunt.sees_upgrades_03"
speak "vo.combine.grunt.sees_upgrades_04"
speak "vo.combine.grunt.sees_upgrades_05"
}
response
{
criteria PlayerHasGrenades
speak "vo.combine.grunt.sees_grenades_01"
speak "vo.combine.grunt.sees_grenades_02"
speak "vo.combine.grunt.sees_grenades_03"
speak "vo.combine.grunt.sees_grenades_04"
speak "vo.combine.grunt.sees_grenades_05"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.grunt.announceenemy_antlion_01"
speak "vo.combine.grunt.announceenemy_antlion_02"
speak "vo.combine.grunt.announceenemy_antlion_03"
speak "vo.combine.grunt.announceenemy_antlion_04"
speak "vo.combine.grunt.announceenemy_antlion_05"
speak "vo.combine.grunt.announceenemy_antlion_06"
speak "vo.combine.grunt.announceenemy_antlion_07"
speak "vo.combine.grunt.announceenemy_antlion_08"
speak "vo.combine.grunt.announceenemy_antlion_10" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.grunt.announceenemy_headcrabs_01"
speak "vo.combine.grunt.announceenemy_headcrabs_02" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.announceenemy_headcrabs_03"
speak "vo.combine.grunt.announceenemy_headcrabs_04"
speak "vo.combine.grunt.announceenemy_headcrabs_05"
speak "vo.combine.grunt.announceenemy_headcrabs_07"
speak "vo.combine.grunt.announceenemy_headcrabs_08"
speak "vo.combine.grunt.announceenemy_headcrabs_10"
}
}
//========================================================================================================
// ANNOUNCE KILL HEADCRAB
//============================
response CS_Grunt_AnnounceKillHeadcrab
{
criteria IsCombineS IsClass_Grunt EnemyIsHeadcrab ConceptAnnounceKill
speak "vo.combine.grunt.announcekill_headcrab_01"
speak "vo.combine.grunt.announcekill_headcrab_02"
speak "vo.combine.grunt.announcekill_headcrab_03"
speak "vo.combine.grunt.announcekill_headcrab_04"
speak "vo.combine.grunt.announcekill_headcrab_05"
speak "vo.combine.grunt.announcekill_headcrab_06"
speak "vo.combine.grunt.announcekill_headcrab_07"
speak "vo.combine.grunt.announcekill_headcrab_08"
speak "vo.combine.grunt.announcekill_headcrab_09"
}
//========================================================================================================
// ANNOUNCE KILL
//============================
response CS_Grunt_AnnounceKill
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceKill
speak "vo.combine.grunt.announcekill_01"
speak "vo.combine.grunt.announcekill_02"
speak "vo.combine.grunt.announcekill_03"
speak "vo.combine.grunt.announcekill_04"
speak "vo.combine.grunt.announcekill_05"
speak "vo.combine.grunt.announcekill_06"
speak "vo.combine.grunt.announcekill_09"
speak "vo.combine.grunt.announcekill_11"
speak "vo.combine.grunt.announcekill_12"
speak "vo.combine.grunt.announcekill_13"
speak "vo.combine.grunt.announcekill_14"
speak "vo.combine.grunt.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announcekill_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announcekill_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announcekill_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announcekill_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announcekill_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announcekill_09"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.grunt.announcekill_player_01"
speak "vo.combine.grunt.announcekill_player_02"
speak "vo.combine.grunt.announcekill_player_03"
speak "vo.combine.grunt.announcekill_player_04"
speak "vo.combine.grunt.announcekill_player_05"
speak "vo.combine.grunt.announcekill_player_06"
speak "vo.combine.grunt.announcekill_player_07"
speak "vo.combine.grunt.announcekill_player_08"
speak "vo.combine.grunt.announcekill_player_09"
speak "vo.combine.grunt.announcekill_01"
speak "vo.combine.grunt.announcekill_02"
speak "vo.combine.grunt.announcekill_03"
speak "vo.combine.grunt.announcekill_04"
speak "vo.combine.grunt.announcekill_05"
speak "vo.combine.grunt.announcekill_06"
speak "vo.combine.grunt.announcekill_09"
speak "vo.combine.grunt.announcekill_11"
speak "vo.combine.grunt.announcekill_12"
speak "vo.combine.grunt.announcekill_13"
speak "vo.combine.grunt.announcekill_14"
speak "vo.combine.grunt.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announcekill_player_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announcekill_player_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announcekill_player_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announcekill_player_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announcekill_player_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announcekill_player_06"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.grunt.announcekill_antlion_01"
speak "vo.combine.grunt.announcekill_antlion_02"
speak "vo.combine.grunt.announcekill_antlion_03"
speak "vo.combine.grunt.announcekill_antlion_04"
speak "vo.combine.grunt.announcekill_antlion_05"
speak "vo.combine.grunt.announcekill_01"
speak "vo.combine.grunt.announcekill_02"
speak "vo.combine.grunt.announcekill_03"
speak "vo.combine.grunt.announcekill_04"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.grunt.announcekill_zombie_01"
speak "vo.combine.grunt.announcekill_zombie_02"
speak "vo.combine.grunt.announcekill_zombie_03"
speak "vo.combine.grunt.announcekill_zombie_04"
speak "vo.combine.grunt.announcekill_zombie_05"
speak "vo.combine.grunt.announcekill_zombie_06"
speak "vo.combine.grunt.announcekill_zombie_07"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.announcekill_zombie_06"
}
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.grunt.announcekill_headcrab_01"
speak "vo.combine.grunt.announcekill_headcrab_02"
speak "vo.combine.grunt.announcekill_headcrab_03"
speak "vo.combine.grunt.announcekill_headcrab_04"
speak "vo.combine.grunt.announcekill_headcrab_05"
speak "vo.combine.grunt.announcekill_headcrab_06"
speak "vo.combine.grunt.announcekill_headcrab_07"
speak "vo.combine.grunt.announcekill_headcrab_08"
speak "vo.combine.grunt.announcekill_headcrab_09"
speak "vo.combine.grunt.announcekill_12"
speak "vo.combine.grunt.announcekill_13"
speak "vo.combine.grunt.announcekill_14"
speak "vo.combine.grunt.announcekill_15"
}
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Grunt_CoverMe
{
criteria IsCombineS IsClass_Grunt ConceptCoverMe HasOtherSquadMembers
speak "vo.combine.grunt.coverme_01" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_02" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_03" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_04" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_05" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_06" predelay 1 respeakdelay 5
speak "vo.combine.grunt.coverme_07" predelay 1 respeakdelay 5 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
}
//========================================================================================================
// ANNOUNCING DANGER - GRENADE
//====================================================================
response CS_Grunt_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptDanger DangerIsGrenade
speak "vo.combine.grunt.danger_grenade_01"
speak "vo.combine.grunt.danger_grenade_02"
speak "vo.combine.grunt.danger_grenade_03"
speak "vo.combine.grunt.danger_grenade_04"
speak "vo.combine.grunt.danger_grenade_05"
speak "vo.combine.grunt.danger_grenade_06"
speak "vo.combine.grunt.danger_grenade_07"
speak "vo.combine.grunt.danger_grenade_08" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.danger_grenade_09"
speak "vo.combine.grunt.danger_grenade_10"
}
//========================================================================================================
// DEATH
//==================================
response CS_Grunt_Die
{
criteria IsCombineS IsClass_Grunt ConceptDie
speak "vo.combine.grunt.die_01" noscene
speak "vo.combine.grunt.die_02" noscene
speak "vo.combine.grunt.die_03" noscene
speak "vo.combine.grunt.die_04" noscene
speak "vo.combine.grunt.die_05" noscene
speak "vo.combine.grunt.die_06" noscene
speak "vo.combine.grunt.die_07" noscene
speak "vo.combine.grunt.die_08" noscene
speak "vo.combine.grunt.die_09" noscene
speak "vo.combine.grunt.die_10" noscene
response
{
criteria EnemyIsPlayer AlyxIsKnown
speak "vo.combine.grunt.die_by_player_18" noscene
speak "vo.combine.grunt.die_by_player_19" noscene
speak "vo.combine.grunt.die_by_player_20" noscene
speak "vo.combine.grunt.die_by_player_21" noscene
speak "vo.combine.grunt.die_by_player_22" noscene
speak "vo.combine.grunt.die_by_player_23" noscene
speak "vo.combine.grunt.die_01" noscene
speak "vo.combine.grunt.die_02" noscene
speak "vo.combine.grunt.die_03" noscene
speak "vo.combine.grunt.die_04" noscene
speak "vo.combine.grunt.die_05" noscene
speak "vo.combine.grunt.die_06" noscene
speak "vo.combine.grunt.die_07" noscene
speak "vo.combine.grunt.die_08" noscene
speak "vo.combine.grunt.die_09" noscene
speak "vo.combine.grunt.die_10" noscene
}
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Grunt_EstablishingLOF
{
criteria IsCombineS IsClass_Grunt ConceptEstablishingLOF
speak "vo.combine.grunt.establishinglof_01"
speak "vo.combine.grunt.establishinglof_02"
speak "vo.combine.grunt.establishinglof_03"
speak "vo.combine.grunt.establishinglof_04"
speak "vo.combine.grunt.establishinglof_05"
speak "vo.combine.grunt.establishinglof_06"
speak "vo.combine.grunt.establishinglof_07"
speak "vo.combine.grunt.establishinglof_08"
speak "vo.combine.grunt.establishinglof_09"
speak "vo.combine.grunt.establishinglof_10"
speak "vo.combine.grunt.establishinglof_11"
speak "vo.combine.grunt.establishinglof_12"
speak "vo.combine.grunt.establishinglof_13"
speak "vo.combine.grunt.establishinglof_14"
speak "vo.combine.grunt.establishinglof_15"
speak "vo.combine.grunt.establishinglof_17"
speak "vo.combine.grunt.establishinglof_18"
speak "vo.combine.grunt.establishinglof_19"
speak "vo.combine.grunt.lostvisual_01"
speak "vo.combine.grunt.lostvisual_02"
speak "vo.combine.grunt.lostvisual_03"
speak "vo.combine.grunt.lostvisual_04"
speak "vo.combine.grunt.lostvisual_05" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_06"
speak "vo.combine.grunt.lostvisual_07" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_08"
speak "vo.combine.grunt.lostvisual_09"
speak "vo.combine.grunt.lostvisual_10"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.establishinglof_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.establishinglof_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.establishinglof_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.establishinglof_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.establishinglof_05"
speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0 speak "vo.combine.grunt.establishinglof_06"
}
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Grunt_FlushingEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFlushingEnemy
speak "vo.combine.grunt.flushing_01"
speak "vo.combine.grunt.flushing_02"
speak "vo.combine.grunt.flushing_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.flushing_04"
speak "vo.combine.grunt.flushing_05"
speak "vo.combine.grunt.flushing_06"
speak "vo.combine.grunt.flushing_07"
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Grunt_GetBack
{
criteria IsCombineS IsClass_Grunt ConceptGetBack
speak "vo.combine.grunt.getback_01"
speak "vo.combine.grunt.getback_02"
speak "vo.combine.grunt.getback_03"
speak "vo.combine.grunt.getback_04"
speak "vo.combine.grunt.getback_05"
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Grunt_Injured
{
criteria IsCombineS IsClass_Grunt ConceptInjured
speak "vo.combine.grunt.injured_01"
speak "vo.combine.grunt.injured_02"
speak "vo.combine.grunt.injured_03"
speak "vo.combine.grunt.injured_04"
speak "vo.combine.grunt.injured_05"
speak "vo.combine.grunt.injured_06"
}
//========================================================================================================
// LIMPING
//====================================================================
response CS_Grunt_Limping
{
criteria IsCombineS IsClass_Grunt ConceptLimping
speak "vo.combine.grunt.panting_01"
}
//========================================================================================================
// ON FIRE
//====================================================================
response CS_Grunt_OnFire
{
criteria IsCombineS IsClass_Grunt ConceptGasTankHit
speak "vo.combine.grunt.onfire_010"
speak "vo.combine.grunt.onfire_011"
speak "vo.combine.grunt.onfire_020"
speak "vo.combine.grunt.onfire_021"
speak "vo.combine.grunt.onfire_030"
speak "vo.combine.grunt.onfire_031"
speak "vo.combine.grunt.onfire_050"
speak "vo.combine.grunt.onfire_051"
speak "vo.combine.grunt.onfire_060"
speak "vo.combine.grunt.onfire_061"
speak "vo.combine.grunt.onfire_070"
speak "vo.combine.grunt.onfire_071"
speak "vo.combine.grunt.onfire_080"
speak "vo.combine.grunt.onfire_081"
speak "vo.combine.grunt.onfire_090"
speak "vo.combine.grunt.onfire_091"
speak "vo.combine.grunt.onfire_100"
speak "vo.combine.grunt.onfire_101"
}
//========================================================================================================
// LOST ENEMY 16+ sec
//====================================================================
response CS_Grunt_LostShort
{
criteria IsCombineS IsClass_Grunt ConceptLostEnemy LostEnemyShortTime
speak "vo.combine.grunt.lostenemy_01"
speak "vo.combine.grunt.lostenemy_03"
speak "vo.combine.grunt.lostenemy_04"
speak "vo.combine.grunt.lostenemy_05"
speak "vo.combine.grunt.lostenemy_06"
speak "vo.combine.grunt.lostenemy_07"
speak "vo.combine.grunt.lostenemy_08"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.lostenemy_01"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.lostenemy_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.lostenemy_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.lostenemy_05"
}
}
//========================================================================================================
// LOST VISUAL 3+ sec
//====================================================================
response CS_Grunt_LostVisual
{
criteria IsCombineS IsClass_Grunt ConceptLostVisual
speak "vo.combine.grunt.lostvisual_01" respeakdelay 8
speak "vo.combine.grunt.lostvisual_02" respeakdelay 8
speak "vo.combine.grunt.lostvisual_03" respeakdelay 8
speak "vo.combine.grunt.lostvisual_04" respeakdelay 8
speak "vo.combine.grunt.lostvisual_05" respeakdelay 8 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_06" respeakdelay 8
speak "vo.combine.grunt.lostvisual_07" respeakdelay 8 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_08" respeakdelay 8
speak "vo.combine.grunt.lostvisual_09" respeakdelay 8
speak "vo.combine.grunt.lostvisual_10" respeakdelay 8
speak "vo.combine.grunt.reconnoiter_search_01"
speak "vo.combine.grunt.reconnoiter_search_02"
speak "vo.combine.grunt.reconnoiter_search_03"
speak "vo.combine.grunt.reconnoiter_search_04"
speak "vo.combine.grunt.reconnoiter_search_05"
speak "vo.combine.grunt.reconnoiter_search_06"
speak "vo.combine.grunt.reconnoiter_search_07"
speak "vo.combine.grunt.reconnoiter_search_09"
speak "vo.combine.grunt.reconnoiter_search_10"
speak "vo.combine.grunt.reconnoiter_search_11"
speak "vo.combine.grunt.reconnoiter_search_12"
speak "vo.combine.grunt.reconnoiter_search_13"
speak "vo.combine.grunt.reconnoiter_search_14"
speak "vo.combine.grunt.reconnoiter_search_15"
speak "vo.combine.grunt.reconnoiter_search_16"
speak "vo.combine.grunt.reconnoiter_search_17"
speak "vo.combine.grunt.reconnoiter_search_18"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.lostvisual_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.lostvisual_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.lostvisual_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.lostvisual_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.lostvisual_05"
}
response
{
criteria EnemyIsPlayer AlyxIsKnown
speak "vo.combine.grunt.lostvisual_player_01" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_02" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_03" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_04" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_05" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_07" respeakdelay 8
speak "vo.combine.grunt.lostvisual_player_08" respeakdelay 8
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.lostvisual_player_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.lostvisual_player_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.lostvisual_player_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.lostvisual_player_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.lostvisual_player_05"
}
}
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Grunt_NearPanic
{
criteria IsCombineS IsClass_Grunt ConceptNearPanic
speak "vo.combine.grunt.nearpanic_01"
speak "vo.combine.grunt.nearpanic_02"
speak "vo.combine.grunt.nearpanic_03"
speak "vo.combine.grunt.nearpanic_04"
speak "vo.combine.grunt.nearpanic_05"
speak "vo.combine.grunt.nearpanic_06"
speak "vo.combine.grunt.nearpanic_07"
speak "vo.combine.grunt.nearpanic_08"
speak "vo.combine.grunt.nearpanic_09"
speak "vo.combine.grunt.nearpanic_10"
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Grunt_Overwatch
{
criteria IsCombineS IsClass_Grunt ConceptOverwatch
speak "vo.combine.grunt.overwatch_01" respeakdelay 15
speak "vo.combine.grunt.overwatch_02" respeakdelay 15
speak "vo.combine.grunt.overwatch_03" respeakdelay 15
speak "vo.combine.grunt.overwatch_04" respeakdelay 15
speak "vo.combine.grunt.overwatch_05" respeakdelay 15
speak "vo.combine.grunt.overwatch_06" respeakdelay 15
speak "vo.combine.grunt.overwatch_07" respeakdelay 15
speak "vo.combine.grunt.overwatch_08" respeakdelay 15
speak "vo.combine.grunt.overwatch_09" respeakdelay 15
speak "vo.combine.grunt.overwatch_10" respeakdelay 15
speak "vo.combine.grunt.overwatch_11" respeakdelay 15
speak "vo.combine.grunt.overwatch_12" respeakdelay 15
speak "vo.combine.grunt.overwatch_13" respeakdelay 15
speak "vo.combine.grunt.overwatch_14" respeakdelay 15
speak "vo.combine.grunt.overwatch_15" respeakdelay 15
speak "vo.combine.grunt.overwatch_16" respeakdelay 15
speak "vo.combine.grunt.overwatch_17" respeakdelay 15
speak "vo.combine.grunt.overwatch_18" respeakdelay 15
speak "vo.combine.grunt.overwatch_19" respeakdelay 15
speak "vo.combine.grunt.overwatch_20" respeakdelay 15
speak "vo.combine.grunt.lostenemy_01"
speak "vo.combine.grunt.lostenemy_03"
speak "vo.combine.grunt.lostenemy_04"
speak "vo.combine.grunt.lostenemy_05"
speak "vo.combine.grunt.lostenemy_06"
speak "vo.combine.grunt.lostenemy_07"
speak "vo.combine.grunt.lostenemy_08"
speak "vo.combine.grunt.lostvisual_01" respeakdelay 8
speak "vo.combine.grunt.lostvisual_02" respeakdelay 8
speak "vo.combine.grunt.lostvisual_03" respeakdelay 8
speak "vo.combine.grunt.lostvisual_04" respeakdelay 8
speak "vo.combine.grunt.lostvisual_05" respeakdelay 8 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_06" respeakdelay 8
speak "vo.combine.grunt.lostvisual_07" respeakdelay 8 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.lostvisual_08" respeakdelay 8
speak "vo.combine.grunt.lostvisual_09" respeakdelay 8
speak "vo.combine.grunt.lostvisual_10" respeakdelay 8
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
speak "vo.combine.grunt.reconnoiter_start_11"
speak "vo.combine.grunt.reconnoiter_start_12"
speak "vo.combine.grunt.reconnoiter_start_13"
speak "vo.combine.grunt.reconnoiter_start_14"
speak "vo.combine.grunt.reconnoiter_start_15"
speak "vo.combine.grunt.reconnoiter_start_16"
speak "vo.combine.grunt.reconnoiter_start_17"
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.lostenemy_01"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.lostenemy_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.lostenemy_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.lostenemy_05"
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.overwatch_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.overwatch_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.overwatch_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.overwatch_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.overwatch_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.overwatch_06"
}
//========================================================================================================
// PAIN
//============================
response CS_Grunt_Pain
{
criteria IsCombineS IsClass_Grunt ConceptPain
speak "vo.combine.grunt.pain_01"
speak "vo.combine.grunt.pain_02"
speak "vo.combine.grunt.pain_03"
speak "vo.combine.grunt.pain_04"
speak "vo.combine.grunt.pain_05"
speak "vo.combine.grunt.pain_06"
speak "vo.combine.grunt.pain_07"
speak "vo.combine.grunt.pain_08"
speak "vo.combine.grunt.pain_09"
speak "vo.combine.grunt.pain_10"
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Grunt_PlayerIsHurt
{
criteria IsCombineS IsClass_Grunt EnemyIsPlayer ConceptPlayerIsHurt
speak "vo.combine.grunt.playerishurt_01"
speak "vo.combine.grunt.playerishurt_02"
speak "vo.combine.grunt.playerishurt_03"
speak "vo.combine.grunt.playerishurt_04"
speak "vo.combine.grunt.playerishurt_05"
speak "vo.combine.grunt.playerishurt_06"
speak "vo.combine.grunt.playerishurt_07"
speak "vo.combine.grunt.playerishurt_08"
speak "vo.combine.grunt.playerishurt_09"
speak "vo.combine.grunt.playerishurt_10"
speak "vo.combine.grunt.playerishurt_11"
speak "vo.combine.grunt.playerishurt_12"
speak "vo.combine.grunt.playerishurt_13"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.playerishurt_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.playerishurt_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.playerishurt_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.playerishurt_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.playerishurt_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.playerishurt_06"
}
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Grunt_ReconnoiterFinish
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterFinish
speak "vo.combine.grunt.reconnoiter_finish_01"
speak "vo.combine.grunt.reconnoiter_finish_02"
speak "vo.combine.grunt.reconnoiter_finish_03"
speak "vo.combine.grunt.reconnoiter_finish_04"
speak "vo.combine.grunt.reconnoiter_finish_05"
speak "vo.combine.grunt.reconnoiter_finish_06"
speak "vo.combine.grunt.reconnoiter_finish_07"
speak "vo.combine.grunt.reconnoiter_finish_08"
speak "vo.combine.grunt.reconnoiter_finish_09"
speak "vo.combine.grunt.reconnoiter_finish_10"
speak "vo.combine.grunt.reconnoiter_finish_11"
speak "vo.combine.grunt.reconnoiter_finish_12"
speak "vo.combine.grunt.reconnoiter_finish_13"
speak "vo.combine.grunt.reconnoiter_finish_14"
speak "vo.combine.grunt.reconnoiter_finish_15"
speak "vo.combine.grunt.reconnoiter_finish_16"
speak "vo.combine.grunt.reconnoiter_finish_18"
speak "vo.combine.grunt.reconnoiter_finish_19"
speak "vo.combine.grunt.reconnoiter_finish_20"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_finish_06"
}
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Grunt_ReconnoiterSearch
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterSearch
speak "vo.combine.grunt.reconnoiter_search_01"
speak "vo.combine.grunt.reconnoiter_search_02"
speak "vo.combine.grunt.reconnoiter_search_03"
speak "vo.combine.grunt.reconnoiter_search_04"
speak "vo.combine.grunt.reconnoiter_search_05"
speak "vo.combine.grunt.reconnoiter_search_06"
speak "vo.combine.grunt.reconnoiter_search_07"
speak "vo.combine.grunt.reconnoiter_search_09"
speak "vo.combine.grunt.reconnoiter_search_10"
speak "vo.combine.grunt.reconnoiter_search_11"
speak "vo.combine.grunt.reconnoiter_search_12"
speak "vo.combine.grunt.reconnoiter_search_13"
speak "vo.combine.grunt.reconnoiter_search_14"
speak "vo.combine.grunt.reconnoiter_search_15"
speak "vo.combine.grunt.reconnoiter_search_16"
speak "vo.combine.grunt.reconnoiter_search_17"
speak "vo.combine.grunt.reconnoiter_search_18"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_search_06"
}
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Grunt_Reconnoiter
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterStart
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
speak "vo.combine.grunt.reconnoiter_start_11"
speak "vo.combine.grunt.reconnoiter_start_12"
speak "vo.combine.grunt.reconnoiter_start_13"
speak "vo.combine.grunt.reconnoiter_start_14"
speak "vo.combine.grunt.reconnoiter_start_15"
speak "vo.combine.grunt.reconnoiter_start_16"
speak "vo.combine.grunt.reconnoiter_start_17"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reconnoiter_start_06"
}
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Grunt_FindEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFindEnemy
speak "vo.combine.grunt.refindenemy_01" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_02" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_03"
speak "vo.combine.grunt.refindenemy_04"
speak "vo.combine.grunt.refindenemy_05"
speak "vo.combine.grunt.refindenemy_06"
speak "vo.combine.grunt.refindenemy_07"
speak "vo.combine.grunt.refindenemy_08"
speak "vo.combine.grunt.refindenemy_09"
speak "vo.combine.grunt.refindenemy_10"
speak "vo.combine.grunt.refindenemy_11" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_12"
speak "vo.combine.grunt.refindenemy_13"
speak "vo.combine.grunt.refindenemy_14"
speak "vo.combine.grunt.refindenemy_15"
speak "vo.combine.grunt.refindenemy_16"
speak "vo.combine.grunt.refindenemy_17"
speak "vo.combine.grunt.refindenemy_18"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.refindenemy_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.refindenemy_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.refindenemy_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.refindenemy_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.refindenemy_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.refindenemy_06"
}
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Grunt_Reload
{
criteria IsCombineS IsClass_Grunt ConceptReload
speak "vo.combine.grunt.reload_01" predelay 1.5
speak "vo.combine.grunt.reload_02" predelay 1.5
speak "vo.combine.grunt.reload_05" predelay 1.5
speak "vo.combine.grunt.reload_06" predelay 1.5
speak "vo.combine.grunt.reload_07" predelay 1.5
speak "vo.combine.grunt.reload_08" predelay 1.5
speak "vo.combine.grunt.reload_09" predelay 1.5
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.reload_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.reload_02"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.reload_07"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.reload_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.reload_06"
}
}
//====================================================================
// SQUAD MEMBER LOST
//====================================================================
response CS_Grunt_SquadMemberLost
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost
response
{
criteria LostSquadGrunt
speak "vo.combine.grunt.squadmemberlost_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_10" predelay 1
speak "vo.combine.grunt.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.grunt.squadmemberlost_11"
}
response
{
criteria LostSquadCharger
speak "vo.combine.grunt.squadmemberlost_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_03" predelay 1
speak "vo.combine.grunt.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.grunt.squadmemberlost_04"
speak "vo.combine.grunt.squadmemberlost_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_10" predelay 1
speak "vo.combine.grunt.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.grunt.squadmemberlost_11"
}
response
{
criteria LostSquadSuppressor
speak "vo.combine.grunt.squadmemberlost_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_03" predelay 1
speak "vo.combine.grunt.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.grunt.squadmemberlost_04"
speak "vo.combine.grunt.squadmemberlost_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_10" predelay 1
speak "vo.combine.grunt.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.grunt.squadmemberlost_11"
}
response
{
criteria LostSquadLeader
speak "vo.combine.grunt.squadmemberlost_leader_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_07" predelay 1
}
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Grunt_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost IsLastSquadMemberLeft
speak "vo.combine.grunt.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_09" predelay 1
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Grunt_Suppressing
{
criteria IsCombineS IsClass_Grunt ConceptSuppressing
speak "vo.combine.grunt.suppressing_01"
speak "vo.combine.grunt.suppressing_02"
speak "vo.combine.grunt.suppressing_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.suppressing_04"
speak "vo.combine.grunt.suppressing_05"
speak "vo.combine.grunt.suppressing_06"
speak "vo.combine.grunt.suppressing_07"
speak "vo.combine.grunt.announceattack_cover_01"
speak "vo.combine.grunt.announceattack_cover_02" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.announceattack_cover_03"
speak "vo.combine.grunt.announceattack_cover_04"
speak "vo.combine.grunt.announceattack_cover_05"
speak "vo.combine.grunt.announceattack_cover_06"
speak "vo.combine.grunt.announceattack_cover_07"
speak "vo.combine.grunt.announceattack_cover_08"
speak "vo.combine.grunt.announceattack_cover_09"
speak "vo.combine.grunt.announceattack_cover_10"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.suppressing_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.suppressing_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.suppressing_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.suppressing_07"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.suppressing_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.suppressing_06"
}
}
//========================================================================================================
// MISSED ME
//====================================================================
response CS_Grunt_MissedMe
{
criteria IsCombineS IsClass_Grunt ConceptMissedMe
speak "vo.combine.grunt.takingfire_01" respeakdelay 15
speak "vo.combine.grunt.takingfire_02" respeakdelay 15
speak "vo.combine.grunt.takingfire_03" respeakdelay 15
speak "vo.combine.grunt.takingfire_04" respeakdelay 15
speak "vo.combine.grunt.takingfire_05" respeakdelay 15
speak "vo.combine.grunt.takingfire_06" respeakdelay 15
speak "vo.combine.grunt.takingfire_07" respeakdelay 15
speak "vo.combine.grunt.takingfire_08" respeakdelay 15
speak "vo.combine.grunt.takingfire_09" respeakdelay 15
speak "vo.combine.grunt.takingfire_10" respeakdelay 15
speak "vo.combine.grunt.takingfire_11" respeakdelay 15
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.takingfire_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.takingfire_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.takingfire_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.takingfire_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.takingfire_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.takingfire_06"
}
}
//========================================================================================================
// Taking Fire
//====================================================================
response CS_Grunt_TakingFire
{
criteria IsCombineS IsClass_Grunt ConceptTakingFire
speak "vo.combine.grunt.underattack_01"
speak "vo.combine.grunt.underattack_02"
speak "vo.combine.grunt.underattack_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.underattack_04"
speak "vo.combine.grunt.underattack_05"
speak "vo.combine.grunt.underattack_06"
speak "vo.combine.grunt.underattack_07"
speak "vo.combine.grunt.underattack_08"
speak "vo.combine.grunt.underattack_09"
speak "vo.combine.grunt.underattack_10"
speak "vo.combine.grunt.underattack_11"
speak "vo.combine.grunt.underattack_12"
}
//========================================================================================================
// Under Attack
//====================================================================
response CS_Grunt_UnderAttack
{
criteria IsCombineS IsClass_Grunt ConceptUnderAttack
speak "vo.combine.grunt.underattack_01"
speak "vo.combine.grunt.underattack_02"
speak "vo.combine.grunt.underattack_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.underattack_04"
speak "vo.combine.grunt.underattack_05"
speak "vo.combine.grunt.underattack_06"
speak "vo.combine.grunt.underattack_07"
speak "vo.combine.grunt.underattack_08"
speak "vo.combine.grunt.underattack_09"
speak "vo.combine.grunt.underattack_10"
speak "vo.combine.grunt.underattack_11"
speak "vo.combine.grunt.underattack_12"
}
//========================================================================================================
// ORDER RESPONSES
//====================================================================
response CS_Grunt_UnableToComply
{
criteria IsCombineS IsClass_Grunt ConceptOrderResponse
response
{
criteria ResponseIsNegative
speak "vo.combine.grunt.unabletocommence_01"
speak "vo.combine.grunt.unabletocommence_02"
speak "vo.combine.grunt.unabletocommence_03"
speak "vo.combine.grunt.unabletocommence_04"
speak "vo.combine.grunt.unabletocommence_05"
speak "vo.combine.grunt.unabletocommence_06"
speak "vo.combine.grunt.unabletocommence_07"
}
response
{
criteria ResponseIsPositive
speak "vo.combine.grunt.orderresponse_positive_01"
speak "vo.combine.grunt.orderresponse_positive_02"
speak "vo.combine.grunt.orderresponse_positive_03"
speak "vo.combine.grunt.orderresponse_positive_04"
speak "vo.combine.grunt.orderresponse_positive_05"
speak "vo.combine.grunt.orderresponse_positive_06"
}
}
//========================================================================================================
// TAUNT
//====================================================================
response CS_Grunt_Taunt
{
criteria IsCombineS IsClass_Grunt ConceptTaunt
speak "vo.combine.grunt.taunt_010"
speak "vo.combine.grunt.taunt_011"
speak "vo.combine.grunt.taunt_012"
speak "vo.combine.grunt.taunt_020"
speak "vo.combine.grunt.taunt_021"
speak "vo.combine.grunt.taunt_022"
speak "vo.combine.grunt.taunt_030"
speak "vo.combine.grunt.taunt_031"
speak "vo.combine.grunt.taunt_032"
speak "vo.combine.grunt.taunt_040"
speak "vo.combine.grunt.taunt_041"
speak "vo.combine.grunt.taunt_042"
speak "vo.combine.grunt.taunt_050"
speak "vo.combine.grunt.taunt_051"
speak "vo.combine.grunt.taunt_052"
speak "vo.combine.grunt.taunt_060"
speak "vo.combine.grunt.taunt_061"
speak "vo.combine.grunt.taunt_062"
speak "vo.combine.grunt.taunt_070"
speak "vo.combine.grunt.taunt_071"
speak "vo.combine.grunt.taunt_072"
speak "vo.combine.grunt.taunt_080"
speak "vo.combine.grunt.taunt_081"
speak "vo.combine.grunt.taunt_082"
speak "vo.combine.grunt.taunt_090"
speak "vo.combine.grunt.taunt_091"
speak "vo.combine.grunt.taunt_092"
speak "vo.combine.grunt.taunt_100"
speak "vo.combine.grunt.taunt_101"
speak "vo.combine.grunt.taunt_102"
speak "vo.combine.grunt.taunt_110"
speak "vo.combine.grunt.taunt_111"
speak "vo.combine.grunt.taunt_112"
speak "vo.combine.grunt.taunt_120"
speak "vo.combine.grunt.taunt_121"
speak "vo.combine.grunt.taunt_122"
speak "vo.combine.grunt.taunt_130"
speak "vo.combine.grunt.taunt_131"
speak "vo.combine.grunt.taunt_132"
speak "vo.combine.grunt.taunt_140"
speak "vo.combine.grunt.taunt_141"
speak "vo.combine.grunt.taunt_142"
speak "vo.combine.grunt.taunt_150"
speak "vo.combine.grunt.taunt_151"
speak "vo.combine.grunt.taunt_152"
speak "vo.combine.grunt.taunt_160"
speak "vo.combine.grunt.taunt_161"
speak "vo.combine.grunt.taunt_162"
speak "vo.combine.grunt.taunt_170"
speak "vo.combine.grunt.taunt_171"
speak "vo.combine.grunt.taunt_172"
speak "vo.combine.grunt.taunt_180"
speak "vo.combine.grunt.taunt_181"
speak "vo.combine.grunt.taunt_182"
speak "vo.combine.grunt.taunt_190"
speak "vo.combine.grunt.taunt_191"
speak "vo.combine.grunt.taunt_192"
speak "vo.combine.grunt.taunt_200"
speak "vo.combine.grunt.taunt_201"
speak "vo.combine.grunt.taunt_202"
}
//========================================================================================================
// HEAR SUSPICIOUS
//====================================================================
response CS_Grunt_HearSuspicous
{
criteria IsCombineS IsClass_Grunt ConceptHearSuspicious
speak "vo.combine.grunt.hear_suspicious_01" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.hear_suspicious_02"
speak "vo.combine.grunt.hear_suspicious_03"
speak "vo.combine.grunt.hear_suspicious_04"
speak "vo.combine.grunt.hear_suspicious_05"
speak "vo.combine.grunt.hear_suspicious_06"
}
//========================================================================================================
// ATTACKING COVER
//====================================================================
response CS_Grunt_AttackingCover
{
criteria IsCombineS IsClass_Grunt ConceptAttackingCover
speak "vo.combine.grunt.announceattack_cover_01"
speak "vo.combine.grunt.announceattack_cover_02" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.announceattack_cover_03"
speak "vo.combine.grunt.announceattack_cover_04"
speak "vo.combine.grunt.announceattack_cover_05"
speak "vo.combine.grunt.announceattack_cover_06"
speak "vo.combine.grunt.announceattack_cover_07"
speak "vo.combine.grunt.announceattack_cover_08"
speak "vo.combine.grunt.announceattack_cover_09"
speak "vo.combine.grunt.announceattack_cover_10"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.announceattack_cover_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.announceattack_cover_02" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.announceattack_cover_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.announceattack_cover_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announceattack_cover_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.announceattack_cover_06"
}
}
//========================================================================================================
// RETREATING
//====================================================================
response CS_Grunt_Retreating
{
criteria IsCombineS IsClass_Grunt ConceptDanger
speak "vo.combine.grunt.retreat_01"
speak "vo.combine.grunt.retreat_02"
speak "vo.combine.grunt.retreat_03"
speak "vo.combine.grunt.retreat_04"
speak "vo.combine.grunt.retreat_05"
speak "vo.combine.grunt.retreat_06"
speak "vo.combine.grunt.retreat_07"
speak "vo.combine.grunt.retreat_08"
speak "vo.combine.grunt.retreat_09"
speak "vo.combine.grunt.retreat_10"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.retreat_10"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.retreat_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.retreat_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.retreat_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.retreat_05"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.retreat_06"
}
}
//========================================================================================================
// RETREATING DUE TO RELOAD
//====================================================================
response CS_Grunt_RetreatToReload
{
criteria IsCombineS IsClass_Grunt ConceptRetreatToReload
speak "vo.combine.grunt.retreat_01" thensimple 1 speak "vo.combine.grunt.reload_01"
speak "vo.combine.grunt.retreat_02" thensimple 1 speak "vo.combine.grunt.reload_02"
speak "vo.combine.grunt.retreat_04" thensimple 1 speak "vo.combine.grunt.reload_04"
speak "vo.combine.grunt.retreat_05" thensimple 1 speak "vo.combine.grunt.reload_05"
speak "vo.combine.grunt.retreat_06" thensimple 1 speak "vo.combine.grunt.reload_06"
speak "vo.combine.grunt.retreat_07"
speak "vo.combine.grunt.retreat_08"
speak "vo.combine.grunt.retreat_09"
speak "vo.combine.grunt.retreat_10"
speak "vo.combine.grunt.coverme_02"
speak "vo.combine.grunt.coverme_03"
speak "vo.combine.grunt.coverme_05"
speak "vo.combine.grunt.coverme_06"
speak "vo.combine.grunt.coverme_07" thensimple 1 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.underattack_01"
speak "vo.combine.grunt.underattack_02"
speak "vo.combine.grunt.underattack_03" thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.underattack_04"
speak "vo.combine.grunt.underattack_05"
speak "vo.combine.grunt.underattack_06"
speak "vo.combine.grunt.underattack_07"
speak "vo.combine.grunt.underattack_08"
speak "vo.combine.grunt.underattack_09"
speak "vo.combine.grunt.underattack_10"
speak "vo.combine.grunt.underattack_11"
speak "vo.combine.grunt.underattack_12"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.retreat_04"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.retreat_05"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.coverme_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.retreat_07"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.retreat_08"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.retreat_10"
}
}
//========================================================================================================
// SEES RELOADING
//====================================================================
response CS_Grunt_SeesPlayerReloading
{
criteria IsCombineS IsClass_Grunt PlayerIsReloading
speak "vo.combine.grunt.sees_reloading_01"
speak "vo.combine.grunt.sees_reloading_02"
speak "vo.combine.grunt.sees_reloading_03"
speak "vo.combine.grunt.sees_reloading_04"
speak "vo.combine.grunt.sees_reloading_05"
response
{
criteria IsOrderResponse
speak "vo.combine.grunt.orderresponse_positive_01" thensimple 0 speak "vo.combine.grunt.sees_reloading_01"
speak "vo.combine.grunt.orderresponse_positive_02" thensimple 0 speak "vo.combine.grunt.sees_reloading_02"
speak "vo.combine.grunt.orderresponse_positive_03" thensimple 0 speak "vo.combine.grunt.sees_reloading_03"
speak "vo.combine.grunt.orderresponse_positive_04" thensimple 0 speak "vo.combine.grunt.sees_reloading_04"
speak "vo.combine.grunt.orderresponse_positive_05" thensimple 0 speak "vo.combine.grunt.sees_reloading_05"
}
}
//========================================================================================================
// EXERTION
//===========================
response CS_Grunt_Exert
{
criteria IsCombineS IsClass_Grunt ConceptGetBack
speak "vo.combine.grunt.avoids_rollerball_01"
speak "vo.combine.grunt.avoids_rollerball_03"
speak "vo.combine.grunt.avoids_rollerball_04"
speak "vo.combine.grunt.avoids_rollerball_05"
speak "vo.combine.grunt.avoids_rollerball_06"
speak "vo.combine.grunt.avoids_rollerball_07"
}
//========================================================================================================
// IDLE
//===========================
response CS_Grunt_Idle
{
criteria IsCombineS IsClass_Grunt ConceptIdle
speak "vo.combine.grunt.idle_01" respeakdelay 11
speak "vo.combine.grunt.idle_02" respeakdelay 11
speak "vo.combine.grunt.idle_03" respeakdelay 11
speak "vo.combine.grunt.idle_04" respeakdelay 11
speak "vo.combine.grunt.idle_05" respeakdelay 11
speak "vo.combine.grunt.idle_06" respeakdelay 11
speak "vo.combine.grunt.idle_07" respeakdelay 11
speak "vo.combine.grunt.idle_08" respeakdelay 11
speak "vo.combine.grunt.idle_09" respeakdelay 11
speak "vo.combine.grunt.idle_10" respeakdelay 11
speak "vo.combine.grunt.idle_11" respeakdelay 11
speak "vo.combine.grunt.idle_12" respeakdelay 11
speak "vo.combine.grunt.idle_13" respeakdelay 11
speak "vo.combine.grunt.idle_14" respeakdelay 11
speak "vo.combine.grunt.idle_15" respeakdelay 11
speak "vo.combine.grunt.idle_16" respeakdelay 11
speak "vo.combine.grunt.idle_17" respeakdelay 11
speak "vo.combine.grunt.idle_18" respeakdelay 11
speak "vo.combine.grunt.idle_19" respeakdelay 11
speak "vo.combine.grunt.idle_20" respeakdelay 11
}
response CS_Grunt_IdleCombat
{
criteria IsCombineS IsClass_Grunt ConceptIdleCombat
speak "vo.combine.grunt.combat_idle_010" respeakdelay 15
speak "vo.combine.grunt.combat_idle_011" respeakdelay 15
speak "vo.combine.grunt.combat_idle_012" respeakdelay 15
speak "vo.combine.grunt.combat_idle_020" respeakdelay 15
speak "vo.combine.grunt.combat_idle_021" respeakdelay 15
speak "vo.combine.grunt.combat_idle_022" respeakdelay 15
speak "vo.combine.grunt.combat_idle_030" respeakdelay 15
speak "vo.combine.grunt.combat_idle_031" respeakdelay 15
speak "vo.combine.grunt.combat_idle_032" respeakdelay 15
speak "vo.combine.grunt.combat_idle_040" respeakdelay 15
speak "vo.combine.grunt.combat_idle_041" respeakdelay 15
speak "vo.combine.grunt.combat_idle_042" respeakdelay 15
speak "vo.combine.grunt.combat_idle_050" respeakdelay 15
speak "vo.combine.grunt.combat_idle_051" respeakdelay 15
speak "vo.combine.grunt.combat_idle_052" respeakdelay 15
speak "vo.combine.grunt.combat_idle_060" respeakdelay 15
speak "vo.combine.grunt.combat_idle_061" respeakdelay 15
speak "vo.combine.grunt.combat_idle_062" respeakdelay 15
speak "vo.combine.grunt.combat_idle_070" respeakdelay 15
speak "vo.combine.grunt.combat_idle_071" respeakdelay 15
speak "vo.combine.grunt.combat_idle_072" respeakdelay 15
speak "vo.combine.grunt.combat_idle_080" respeakdelay 15
speak "vo.combine.grunt.combat_idle_081" respeakdelay 15
speak "vo.combine.grunt.combat_idle_082" respeakdelay 15
speak "vo.combine.grunt.combat_idle_090" respeakdelay 15
speak "vo.combine.grunt.combat_idle_091" respeakdelay 15
speak "vo.combine.grunt.combat_idle_092" respeakdelay 15
speak "vo.combine.grunt.combat_idle_100" respeakdelay 15
speak "vo.combine.grunt.combat_idle_101" respeakdelay 15
speak "vo.combine.grunt.combat_idle_102" respeakdelay 15
speak "vo.combine.grunt.combat_idle_110" respeakdelay 15
speak "vo.combine.grunt.combat_idle_111" respeakdelay 15
speak "vo.combine.grunt.combat_idle_112" respeakdelay 15
speak "vo.combine.grunt.combat_idle_120" respeakdelay 15
speak "vo.combine.grunt.combat_idle_121" respeakdelay 15
speak "vo.combine.grunt.combat_idle_122" respeakdelay 15
speak "vo.combine.grunt.combat_idle_130" respeakdelay 15
speak "vo.combine.grunt.combat_idle_131" respeakdelay 15
speak "vo.combine.grunt.combat_idle_132" respeakdelay 15
speak "vo.combine.grunt.combat_idle_140" respeakdelay 15
speak "vo.combine.grunt.combat_idle_141" respeakdelay 15
speak "vo.combine.grunt.combat_idle_142" respeakdelay 15
speak "vo.combine.grunt.combat_idle_150" respeakdelay 15
speak "vo.combine.grunt.combat_idle_151" respeakdelay 15
speak "vo.combine.grunt.combat_idle_152" respeakdelay 15
speak "vo.combine.grunt.combat_idle_160" respeakdelay 15
speak "vo.combine.grunt.combat_idle_161" respeakdelay 15
speak "vo.combine.grunt.combat_idle_162" respeakdelay 15
speak "vo.combine.grunt.combat_idle_170" respeakdelay 15
speak "vo.combine.grunt.combat_idle_171" respeakdelay 15
speak "vo.combine.grunt.combat_idle_172" respeakdelay 15
speak "vo.combine.grunt.combat_idle_180" respeakdelay 15
speak "vo.combine.grunt.combat_idle_181" respeakdelay 15
speak "vo.combine.grunt.combat_idle_182" respeakdelay 15
speak "vo.combine.grunt.combat_idle_190" respeakdelay 15
speak "vo.combine.grunt.combat_idle_191" respeakdelay 15
speak "vo.combine.grunt.combat_idle_192" respeakdelay 15
speak "vo.combine.grunt.combat_idle_200" respeakdelay 15
speak "vo.combine.grunt.combat_idle_201" respeakdelay 15
speak "vo.combine.grunt.combat_idle_202" respeakdelay 15
speak "vo.combine.grunt.taunt_010" respeakdelay 15
speak "vo.combine.grunt.taunt_011" respeakdelay 15
speak "vo.combine.grunt.taunt_012" respeakdelay 15
speak "vo.combine.grunt.taunt_020" respeakdelay 15
speak "vo.combine.grunt.taunt_021" respeakdelay 15
speak "vo.combine.grunt.taunt_022" respeakdelay 15
speak "vo.combine.grunt.taunt_030" respeakdelay 15
speak "vo.combine.grunt.taunt_031" respeakdelay 15
speak "vo.combine.grunt.taunt_032" respeakdelay 15
speak "vo.combine.grunt.taunt_040" respeakdelay 15
speak "vo.combine.grunt.taunt_041" respeakdelay 15
speak "vo.combine.grunt.taunt_042" respeakdelay 15
speak "vo.combine.grunt.taunt_050" respeakdelay 15
speak "vo.combine.grunt.taunt_051" respeakdelay 15
speak "vo.combine.grunt.taunt_052" respeakdelay 15
speak "vo.combine.grunt.taunt_060" respeakdelay 15
speak "vo.combine.grunt.taunt_061" respeakdelay 15
speak "vo.combine.grunt.taunt_062" respeakdelay 15
speak "vo.combine.grunt.taunt_070" respeakdelay 15
speak "vo.combine.grunt.taunt_071" respeakdelay 15
speak "vo.combine.grunt.taunt_072" respeakdelay 15
speak "vo.combine.grunt.taunt_080" respeakdelay 15
speak "vo.combine.grunt.taunt_081" respeakdelay 15
speak "vo.combine.grunt.taunt_082" respeakdelay 15
speak "vo.combine.grunt.taunt_090" respeakdelay 15
speak "vo.combine.grunt.taunt_091" respeakdelay 15
speak "vo.combine.grunt.taunt_092" respeakdelay 15
speak "vo.combine.grunt.taunt_100" respeakdelay 15
speak "vo.combine.grunt.taunt_101" respeakdelay 15
speak "vo.combine.grunt.taunt_102" respeakdelay 15
speak "vo.combine.grunt.taunt_110" respeakdelay 15
speak "vo.combine.grunt.taunt_111" respeakdelay 15
speak "vo.combine.grunt.taunt_112" respeakdelay 15
speak "vo.combine.grunt.taunt_120" respeakdelay 15
speak "vo.combine.grunt.taunt_121" respeakdelay 15
speak "vo.combine.grunt.taunt_122" respeakdelay 15
speak "vo.combine.grunt.taunt_130" respeakdelay 15
speak "vo.combine.grunt.taunt_131" respeakdelay 15
speak "vo.combine.grunt.taunt_132" respeakdelay 15
speak "vo.combine.grunt.taunt_140" respeakdelay 15
speak "vo.combine.grunt.taunt_141" respeakdelay 15
speak "vo.combine.grunt.taunt_142" respeakdelay 15
speak "vo.combine.grunt.taunt_150" respeakdelay 15
speak "vo.combine.grunt.taunt_151" respeakdelay 15
speak "vo.combine.grunt.taunt_152" respeakdelay 15
speak "vo.combine.grunt.taunt_160" respeakdelay 15
speak "vo.combine.grunt.taunt_161" respeakdelay 15
speak "vo.combine.grunt.taunt_162" respeakdelay 15
speak "vo.combine.grunt.taunt_170" respeakdelay 15
speak "vo.combine.grunt.taunt_171" respeakdelay 15
speak "vo.combine.grunt.taunt_172" respeakdelay 15
speak "vo.combine.grunt.taunt_180" respeakdelay 15
speak "vo.combine.grunt.taunt_181" respeakdelay 15
speak "vo.combine.grunt.taunt_182" respeakdelay 15
speak "vo.combine.grunt.taunt_190" respeakdelay 15
speak "vo.combine.grunt.taunt_191" respeakdelay 15
speak "vo.combine.grunt.taunt_192" respeakdelay 15
speak "vo.combine.grunt.taunt_200" respeakdelay 15
speak "vo.combine.grunt.taunt_201" respeakdelay 15
speak "vo.combine.grunt.taunt_202" respeakdelay 15
}
//======================================================================================
// FIRING LOCATION CALLOUTS
//======================================================================================
response CS_Grunt_NoSpeech
{
}
response CS_Grunt_Firing
{
criteria IsCombineS IsClass_Grunt ConceptFiring
speak "vo.combine.grunt.firing_02" respeakdelay 12
speak "vo.combine.grunt.firing_03" respeakdelay 12
speak "vo.combine.grunt.firing_04" respeakdelay 12
speak "vo.combine.grunt.firing_05" respeakdelay 12
speak "vo.combine.grunt.firing_06" respeakdelay 12
speak "vo.combine.grunt.firing_07" respeakdelay 12
speak "vo.combine.grunt.firing_08" respeakdelay 12
speak "vo.combine.grunt.firing_09" respeakdelay 12
speak "vo.combine.grunt.firing_10" respeakdelay 12 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.firing_110" respeakdelay 12
speak "vo.combine.grunt.firing_111" respeakdelay 12
speak "vo.combine.grunt.firing_112" respeakdelay 12
speak "vo.combine.grunt.firing_120" respeakdelay 12
speak "vo.combine.grunt.firing_121" respeakdelay 12
speak "vo.combine.grunt.firing_122" respeakdelay 12
speak "vo.combine.grunt.firing_130" respeakdelay 12
speak "vo.combine.grunt.firing_131" respeakdelay 12
speak "vo.combine.grunt.firing_132" respeakdelay 12
speak "vo.combine.grunt.firing_140" respeakdelay 12
speak "vo.combine.grunt.firing_141" respeakdelay 12
speak "vo.combine.grunt.firing_142" respeakdelay 12
speak "vo.combine.grunt.firing_150" respeakdelay 12
speak "vo.combine.grunt.firing_151" respeakdelay 12
speak "vo.combine.grunt.firing_152" respeakdelay 12
speak "vo.combine.grunt.firing_160" respeakdelay 12
speak "vo.combine.grunt.firing_161" respeakdelay 12
speak "vo.combine.grunt.firing_162" respeakdelay 12
speak "vo.combine.grunt.firing_170" respeakdelay 12
speak "vo.combine.grunt.firing_171" respeakdelay 12
speak "vo.combine.grunt.firing_172" respeakdelay 12
speak "vo.combine.grunt.firing_180" respeakdelay 12
speak "vo.combine.grunt.firing_181" respeakdelay 12
speak "vo.combine.grunt.firing_182" respeakdelay 12
speak "vo.combine.grunt.firing_190" respeakdelay 12
speak "vo.combine.grunt.firing_191" respeakdelay 12
speak "vo.combine.grunt.firing_192" respeakdelay 12
speak "vo.combine.grunt.firing_200" respeakdelay 12
speak "vo.combine.grunt.firing_201" respeakdelay 12
speak "vo.combine.grunt.firing_202" respeakdelay 12
speak "vo.combine.grunt.announceattack_01" respeakdelay 12
speak "vo.combine.grunt.announceattack_02" respeakdelay 12
speak "vo.combine.grunt.announceattack_03" respeakdelay 12
speak "vo.combine.grunt.announceattack_04" respeakdelay 12
speak "vo.combine.grunt.announceattack_05" respeakdelay 12
speak "vo.combine.grunt.announceattack_06" respeakdelay 12
speak "vo.combine.grunt.announceattack_07" respeakdelay 12
speak "vo.combine.grunt.announceattack_08" respeakdelay 12
speak "vo.combine.grunt.announceattack_09" respeakdelay 12
speak "vo.combine.grunt.announceattack_11" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_01" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_02" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_03" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_04" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_05" respeakdelay 12
speak "vo.combine.grunt.orderresponse_positive_06" respeakdelay 12
speak "vo.combine.grunt.refindenemy_01" respeakdelay 12 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_02" respeakdelay 12 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_03" respeakdelay 12
speak "vo.combine.grunt.refindenemy_04" respeakdelay 12
speak "vo.combine.grunt.refindenemy_05" respeakdelay 12
speak "vo.combine.grunt.refindenemy_06" respeakdelay 12
speak "vo.combine.grunt.refindenemy_07" respeakdelay 12
speak "vo.combine.grunt.refindenemy_08" respeakdelay 12
speak "vo.combine.grunt.refindenemy_09" respeakdelay 12
speak "vo.combine.grunt.refindenemy_10" respeakdelay 12
speak "vo.combine.grunt.refindenemy_11" respeakdelay 12 thensimple 0 speak "vo.combine.grunt.calloutcode_numbers"
speak "vo.combine.grunt.refindenemy_12" respeakdelay 12
speak "vo.combine.grunt.refindenemy_13" respeakdelay 12
speak "vo.combine.grunt.refindenemy_14" respeakdelay 12
speak "vo.combine.grunt.refindenemy_15" respeakdelay 12
speak "vo.combine.grunt.refindenemy_16" respeakdelay 12
speak "vo.combine.grunt.refindenemy_17" respeakdelay 12
response
{
criteria PlayerAtBarrels
speak "vo.combine.grunt.calloutlocation_barrells_01" respeakdelay 17
}
response
{
criteria PlayerAtBricks
speak "vo.combine.grunt.calloutlocation_bricks_01" respeakdelay 17
}
response
{
criteria PlayerAtBuilding
speak "vo.combine.grunt.calloutlocation_building_01" respeakdelay 17
}
response
{
criteria PlayerAtBridge
speak "vo.combine.grunt.calloutlocation_bridge_01" respeakdelay 17
}
response
{
criteria PlayerAtCar
speak "vo.combine.grunt.calloutlocation_car_01" respeakdelay 17
}
response
{
criteria PlayerAtCrane
speak "vo.combine.grunt.calloutlocation_crane_01" respeakdelay 17
}
response
{
criteria PlayerAtDoor
speak "vo.combine.grunt.calloutlocation_door_01" respeakdelay 17
}
response
{
criteria PlayerAtPipes
speak "vo.combine.grunt.calloutlocation_pipes_01" respeakdelay 17
}
response
{
criteria PlayerAtShack
speak "vo.combine.grunt.calloutlocation_shack_01" respeakdelay 17
}
response
{
criteria PlayerAtTunnel
speak "vo.combine.grunt.calloutlocation_tunnel_01" respeakdelay 17
}
response
{
criteria PlayerAtHut
speak "vo.combine.grunt.calloutlocation_hut_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.grunt.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.grunt.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTruck
speak "vo.combine.grunt.calloutlocation_truck_01" respeakdelay 17
}
response
{
criteria PlayerAtWoodPile
speak "vo.combine.grunt.calloutlocation_woodpile_01" respeakdelay 17
}
response
{
criteria PlayerAtVan
speak "vo.combine.grunt.calloutlocation_van_01" respeakdelay 17
}
response
{
criteria PlayerAtElevator
speak "vo.combine.grunt.calloutlocation_elevator_01" respeakdelay 17
}
response
{
criteria PlayerAtApartment
speak "vo.combine.grunt.calloutlocation_apartment_01" respeakdelay 17
}
response
{
criteria PlayerAtBelow
speak "vo.combine.grunt.calloutlocation_below_01" respeakdelay 17
}
response
{
criteria PlayerAtAbove
speak "vo.combine.grunt.calloutlocation_above_01" respeakdelay 17
}
response
{
criteria PlayerAtBehind
speak "vo.combine.grunt.calloutlocation_behind_01" respeakdelay 17
}
response
{
criteria PlayerAtToilet
speak "vo.combine.grunt.calloutlocation_toilet_01" respeakdelay 17
}
response
{
criteria PlayerAtWheels
speak "vo.combine.grunt.calloutlocation_wheels_01" respeakdelay 17
}
response
{
criteria PlayerAtFront
speak "vo.combine.grunt.calloutlocation_front_01" respeakdelay 17
}
response
{
criteria PlayerAtTrash
speak "vo.combine.grunt.calloutlocation_trash_01" respeakdelay 17
}
}
npc_combine_officer.txt
//========================================================================================================
// EXAMPLE OF NEW FORMAT
//====================================================================
criterion "ConceptExample" "concept" "COMBINESOLDIER_EXAMPLE" "required"
response CS_Officer_Example
{
criteria IsCombineS IsClass_Officer ConceptExample
response
{
criteria SoldierIsHurt
speak "vo.combine.officer.announceattack_cover_01"
}
response
{
criteria SoldierIsUnhurt
speak "vo.combine.officer.announceattack_cover_02" thensimple 1 speak "vo.combine.officer.announceattack_cover_01" thensimple 1 speak "vo.combine.officer.announceattack_cover_03"
}
}
//========================================================================================================
// ADVANCING ON TARGET
//====================================================================
response CS_Officer_AdvancingOnTarget
{
criteria IsCombineS IsClass_Officer ConceptAdvancingOnTarget
speak "vo.combine.officer.advancing_on_target_01"
speak "vo.combine.officer.advancing_on_target_02"
speak "vo.combine.officer.advancing_on_target_03"
speak "vo.combine.officer.advancing_on_target_04"
speak "vo.combine.officer.advancing_on_target_05"
speak "vo.combine.officer.advancing_on_target_06"
speak "vo.combine.officer.advancing_on_target_07"
speak "vo.combine.officer.advancing_on_target_08"
speak "vo.combine.officer.advancing_on_target_10"
speak "vo.combine.officer.advancing_on_target_11"
speak "vo.combine.officer.advancing_on_target_13"
speak "vo.combine.officer.advancing_on_target_14"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_02"
speak "vo.combine.officer.advancing_on_target_order_03"
speak "vo.combine.officer.advancing_on_target_order_04"
speak "vo.combine.officer.advancing_on_target_order_05"
speak "vo.combine.officer.advancing_on_target_order_06"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_02"
speak "vo.combine.officer.advancing_on_target_order_03"
speak "vo.combine.officer.advancing_on_target_order_04"
speak "vo.combine.officer.advancing_on_target_order_05"
speak "vo.combine.officer.advancing_on_target_order_06"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_02"
speak "vo.combine.officer.advancing_on_target_order_03"
speak "vo.combine.officer.advancing_on_target_order_04"
speak "vo.combine.officer.advancing_on_target_order_05"
speak "vo.combine.officer.advancing_on_target_order_06"
}
}
//========================================================================================================
// ANNOUNCING CHARGE
//====================================================================
response CS_Officer_Charging
{
criteria IsCombineS IsClass_Officer ConceptAnnounceCharge
speak "vo.combine.officer.advancing_on_target_01"
speak "vo.combine.officer.advancing_on_target_02"
speak "vo.combine.officer.advancing_on_target_03"
speak "vo.combine.officer.advancing_on_target_04"
speak "vo.combine.officer.advancing_on_target_05"
speak "vo.combine.officer.advancing_on_target_06"
speak "vo.combine.officer.advancing_on_target_07"
speak "vo.combine.officer.advancing_on_target_08"
speak "vo.combine.officer.advancing_on_target_09"
speak "vo.combine.officer.advancing_on_target_10"
speak "vo.combine.officer.advancing_on_target_11"
speak "vo.combine.officer.advancing_on_target_12"
speak "vo.combine.officer.advancing_on_target_13"
speak "vo.combine.officer.advancing_on_target_14"
}
//========================================================================================================
// ATTACKING WITH MANHACK
//====================================================================
response CS_Officer_DeployingManhack
{
criteria IsCombineS IsClass_Officer ConceptDeployingManhack
speak "vo.combine.officer.manhack_release_010"
speak "vo.combine.officer.manhack_release_011"
speak "vo.combine.officer.manhack_release_012"
speak "vo.combine.officer.manhack_release_020"
speak "vo.combine.officer.manhack_release_021"
speak "vo.combine.officer.manhack_release_022"
speak "vo.combine.officer.manhack_release_030"
speak "vo.combine.officer.manhack_release_031"
speak "vo.combine.officer.manhack_release_032"
speak "vo.combine.officer.manhack_release_040"
speak "vo.combine.officer.manhack_release_041"
speak "vo.combine.officer.manhack_release_042"
speak "vo.combine.officer.manhack_release_050"
speak "vo.combine.officer.manhack_release_051"
speak "vo.combine.officer.manhack_release_052"
speak "vo.combine.officer.manhack_release_060"
speak "vo.combine.officer.manhack_release_061"
speak "vo.combine.officer.manhack_release_062"
speak "vo.combine.officer.manhack_release_070"
speak "vo.combine.officer.manhack_release_071"
speak "vo.combine.officer.manhack_release_072"
speak "vo.combine.officer.manhack_release_080"
speak "vo.combine.officer.manhack_release_081"
speak "vo.combine.officer.manhack_release_082"
speak "vo.combine.officer.manhack_release_090"
speak "vo.combine.officer.manhack_release_091"
speak "vo.combine.officer.manhack_release_092"
speak "vo.combine.officer.manhack_release_100"
speak "vo.combine.officer.manhack_release_101"
speak "vo.combine.officer.manhack_release_102"
speak "vo.combine.officer.manhack_release_110"
speak "vo.combine.officer.manhack_release_111"
speak "vo.combine.officer.manhack_release_112"
}
//========================================================================================================
// ANNOUNCING ATTACKS - GRENADE THROW
//====================================================================
response CS_Officer_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Officer ConceptThrowingGrenade
speak "vo.combine.officer.announceattack_grenade_01"
speak "vo.combine.officer.announceattack_grenade_02"
speak "vo.combine.officer.announceattack_grenade_03"
speak "vo.combine.officer.announceattack_grenade_04"
speak "vo.combine.officer.announceattack_grenade_05"
speak "vo.combine.officer.announceattack_grenade_06"
speak "vo.combine.officer.announceattack_grenade_07"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_02"
speak "vo.combine.officer.announceattack_grenade_order_03"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_02"
speak "vo.combine.officer.announceattack_grenade_order_03"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_grenade_order_02"
speak "vo.combine.officer.announceattack_grenade_order_03"
}
}
//========================================================================================================
// ANNOUNCING ENEMY
//====================================================================
response CS_Officer_AnnounceEnemy
{
criteria IsCombineS IsClass_Officer ConceptAnnounceEnemy
speak "vo.combine.officer.announceattack_01"
speak "vo.combine.officer.announceattack_02"
speak "vo.combine.officer.announceattack_03"
speak "vo.combine.officer.announceattack_04"
speak "vo.combine.officer.announceattack_05"
speak "vo.combine.officer.announceattack_06"
speak "vo.combine.officer.announceattack_07"
speak "vo.combine.officer.announceattack_09"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_order_01"
speak "vo.combine.officer.announceattack_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_order_01"
speak "vo.combine.officer.announceattack_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_order_01"
speak "vo.combine.officer.announceattack_order_02"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.officer.announceattack_01"
speak "vo.combine.officer.announceattack_02"
speak "vo.combine.officer.announceattack_03"
speak "vo.combine.officer.announceattack_04"
speak "vo.combine.officer.announceattack_05"
speak "vo.combine.officer.announceattack_06"
speak "vo.combine.officer.announceattack_07"
speak "vo.combine.officer.announceattack_09"
response
{
criteria AlyxIsKnown
speak "vo.combine.officer.announceattack_alyx_01"
speak "vo.combine.officer.announceattack_alyx_02"
speak "vo.combine.officer.announceattack_alyx_03"
speak "vo.combine.officer.announceattack_alyx_04"
speak "vo.combine.officer.announceattack_alyx_05"
speak "vo.combine.officer.announceattack_alyx_06"
speak "vo.combine.officer.announceattack_alyx_07"
speak "vo.combine.officer.announceattack_alyx_08"
}
response
{
criteria IsOrderCall ResponderIsofficer AlyxIsKnown
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_02"
speak "vo.combine.officer.announceattack_alyx_order_03"
}
response
{
criteria IsOrderCall ResponderIsCharger AlyxIsKnown
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_02"
speak "vo.combine.officer.announceattack_alyx_order_03"
}
response
{
criteria IsOrderCall ResponderIsSuppressor AlyxIsKnown
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_02"
speak "vo.combine.officer.announceattack_alyx_order_03"
}
response
{
criteria PlayerHasUpgrades
speak "vo.combine.officer.sees_upgrades_01"
speak "vo.combine.officer.sees_upgrades_02"
speak "vo.combine.officer.sees_upgrades_03"
speak "vo.combine.officer.sees_upgrades_04"
speak "vo.combine.officer.sees_upgrades_05"
}
response
{
criteria PlayerHasGrenades
speak "vo.combine.officer.sees_grenades_01"
speak "vo.combine.officer.sees_grenades_02"
speak "vo.combine.officer.sees_grenades_03"
speak "vo.combine.officer.sees_grenades_04"
speak "vo.combine.officer.sees_grenades_05"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.officer.announceenemy_antlion_01"
speak "vo.combine.officer.announceenemy_antlion_02"
speak "vo.combine.officer.announceenemy_antlion_03"
speak "vo.combine.officer.announceenemy_antlion_04"
speak "vo.combine.officer.announceenemy_antlion_05"
speak "vo.combine.officer.announceenemy_antlion_06"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.officer.announceenemy_zombie_01"
speak "vo.combine.officer.announceenemy_zombie_02"
speak "vo.combine.officer.announceenemy_zombie_03"
speak "vo.combine.officer.announceenemy_zombie_04"
speak "vo.combine.officer.announceenemy_zombie_05"
speak "vo.combine.officer.announceenemy_zombie_06"
speak "vo.combine.officer.announceenemy_zombie_07"
speak "vo.combine.officer.announceenemy_zombie_08"
speak "vo.combine.officer.announceenemy_zombie_09"
speak "vo.combine.officer.announceenemy_zombie_10"
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.officer.announceenemy_headcrabs_01"
speak "vo.combine.officer.announceenemy_headcrabs_02" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.announceenemy_headcrabs_03"
speak "vo.combine.officer.announceenemy_headcrabs_04"
speak "vo.combine.officer.announceenemy_headcrabs_05"
speak "vo.combine.officer.announceenemy_headcrabs_08"
speak "vo.combine.officer.announceenemy_headcrabs_09"
speak "vo.combine.officer.announceenemy_headcrabs_10"
}
}
//========================================================================================================
// ANNOUNCE KILL
//============================
response CS_Officer_AnnounceKill
{
criteria IsCombineS IsClass_Officer ConceptAnnounceKill
speak "vo.combine.officer.announcekill_01"
speak "vo.combine.officer.announcekill_02"
speak "vo.combine.officer.announcekill_03"
speak "vo.combine.officer.announcekill_04"
speak "vo.combine.officer.announcekill_05"
speak "vo.combine.officer.announcekill_06"
speak "vo.combine.officer.announcekill_09"
speak "vo.combine.officer.announcekill_11"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.announcekill_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
speak "vo.combine.officer.announcekill_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.announcekill_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
speak "vo.combine.officer.announcekill_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.announcekill_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
speak "vo.combine.officer.announcekill_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_apf_02"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.officer.announcekill_player_01"
speak "vo.combine.officer.announcekill_player_02"
speak "vo.combine.officer.announcekill_player_03"
speak "vo.combine.officer.announcekill_player_04"
speak "vo.combine.officer.announcekill_player_05"
speak "vo.combine.officer.announcekill_player_06"
speak "vo.combine.officer.announcekill_player_07"
speak "vo.combine.officer.announcekill_01"
speak "vo.combine.officer.announcekill_02"
speak "vo.combine.officer.announcekill_03"
speak "vo.combine.officer.announcekill_04"
speak "vo.combine.officer.announcekill_05"
speak "vo.combine.officer.announcekill_06"
speak "vo.combine.officer.announcekill_09"
speak "vo.combine.officer.announcekill_11"
speak "vo.combine.officer.announcekill_12"
speak "vo.combine.officer.announcekill_13"
speak "vo.combine.officer.announcekill_14"
speak "vo.combine.officer.announcekill_15"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.announcekill_player_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
speak "vo.combine.officer.announcekill_player_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.announcekill_player_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
speak "vo.combine.officer.announcekill_player_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.announcekill_player_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
speak "vo.combine.officer.announcekill_player_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_apf_02"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.officer.announcekill_antlion_01"
speak "vo.combine.officer.announcekill_antlion_02"
speak "vo.combine.officer.announcekill_antlion_03"
speak "vo.combine.officer.announcekill_antlion_04"
speak "vo.combine.officer.announcekill_antlion_05"
speak "vo.combine.officer.announcekill_01"
speak "vo.combine.officer.announcekill_02"
speak "vo.combine.officer.announcekill_03"
speak "vo.combine.officer.announcekill_04"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.officer.announcekill_zombie_01"
speak "vo.combine.officer.announcekill_zombie_02"
speak "vo.combine.officer.announcekill_zombie_02"
speak "vo.combine.officer.announcekill_zombie_03"
speak "vo.combine.officer.announcekill_zombie_04"
speak "vo.combine.officer.announcekill_zombie_05"
speak "vo.combine.officer.announcekill_05"
speak "vo.combine.officer.announcekill_06"
speak "vo.combine.officer.announcekill_09"
speak "vo.combine.officer.announcekill_11"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.announcekill_zombie_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
speak "vo.combine.officer.announcekill_zombie_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.announcekill_zombie_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
speak "vo.combine.officer.announcekill_zombie_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.announcekill_zombie_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
speak "vo.combine.officer.announcekill_zombie_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_apf_02"
}
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.officer.announcekill_headcrab_01"
speak "vo.combine.officer.announcekill_headcrab_02"
speak "vo.combine.officer.announcekill_headcrab_03"
speak "vo.combine.officer.announcekill_headcrab_04"
speak "vo.combine.officer.announcekill_headcrab_05"
speak "vo.combine.officer.announcekill_headcrab_06"
speak "vo.combine.officer.announcekill_headcrab_07"
speak "vo.combine.officer.announcekill_headcrab_08"
speak "vo.combine.officer.announcekill_headcrab_09"
speak "vo.combine.officer.announcekill_12"
speak "vo.combine.officer.announcekill_13"
speak "vo.combine.officer.announcekill_14"
speak "vo.combine.officer.announcekill_15"
}
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Officer_CoverMe
{
criteria IsCombineS IsClass_Officer ConceptCoverMe HasOtherSquadMembers
speak "vo.combine.officer.coverme_01"
speak "vo.combine.officer.coverme_02"
speak "vo.combine.officer.coverme_03"
speak "vo.combine.officer.coverme_04"
speak "vo.combine.officer.coverme_05"
speak "vo.combine.officer.coverme_06"
speak "vo.combine.officer.coverme_07"
}
//========================================================================================================
// ANNOUNCING DANGER - GRENADE
//====================================================================
response CS_Officer_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Officer ConceptDanger DangerIsGrenade
speak "vo.combine.officer.danger_grenade_01"
speak "vo.combine.officer.danger_grenade_02"
speak "vo.combine.officer.danger_grenade_03"
speak "vo.combine.officer.danger_grenade_04"
speak "vo.combine.officer.danger_grenade_05"
speak "vo.combine.officer.danger_grenade_06"
speak "vo.combine.officer.danger_grenade_07"
speak "vo.combine.officer.danger_grenade_08" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.danger_grenade_09"
speak "vo.combine.officer.danger_grenade_10"
}
//========================================================================================================
// DEATH
//==================================
response CS_Officer_Die
{
criteria IsCombineS IsClass_Officer ConceptDie
speak "vo.combine.officer.die_01" noscene
speak "vo.combine.officer.die_02" noscene
speak "vo.combine.officer.die_03" noscene
speak "vo.combine.officer.die_04" noscene
speak "vo.combine.officer.die_05" noscene
speak "vo.combine.officer.die_06" noscene
speak "vo.combine.officer.die_07" noscene
speak "vo.combine.officer.die_08" noscene
speak "vo.combine.officer.die_09" noscene
speak "vo.combine.officer.die_10" noscene
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Officer_EstablishingLOF
{
criteria IsCombineS IsClass_Officer ConceptEstablishingLOF
speak "vo.combine.officer.establishinglof_01" respeakdelay 5
speak "vo.combine.officer.establishinglof_02" respeakdelay 5
speak "vo.combine.officer.establishinglof_03" respeakdelay 5
speak "vo.combine.officer.establishinglof_04" respeakdelay 5
speak "vo.combine.officer.establishinglof_05" respeakdelay 5
speak "vo.combine.officer.establishinglof_06" respeakdelay 5
speak "vo.combine.officer.establishinglof_07" respeakdelay 5
speak "vo.combine.officer.establishinglof_08" respeakdelay 5
speak "vo.combine.officer.establishinglof_09" respeakdelay 5
speak "vo.combine.officer.establishinglof_10" respeakdelay 5
speak "vo.combine.officer.establishinglof_11" respeakdelay 5
speak "vo.combine.officer.establishinglof_12" respeakdelay 5
speak "vo.combine.officer.establishinglof_13" respeakdelay 5
speak "vo.combine.officer.establishinglof_14" respeakdelay 5
speak "vo.combine.officer.establishinglof_15" respeakdelay 5
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_02"
speak "vo.combine.officer.establishinglof_order_03"
speak "vo.combine.officer.establishinglof_order_04"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_02"
speak "vo.combine.officer.establishinglof_order_03"
speak "vo.combine.officer.establishinglof_order_04"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.establishinglof_order_02"
speak "vo.combine.officer.establishinglof_order_03"
speak "vo.combine.officer.establishinglof_order_04"
}
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Officer_FlushingEnemy
{
criteria IsCombineS IsClass_Officer ConceptFlushingEnemy
speak "vo.combine.officer.flushing_01"
speak "vo.combine.officer.flushing_02"
speak "vo.combine.officer.flushing_03" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.flushing_04"
speak "vo.combine.officer.flushing_05"
speak "vo.combine.officer.flushing_06"
speak "vo.combine.officer.flushing_07"
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Officer_GetBack
{
criteria IsCombineS IsClass_Officer ConceptGetBack
speak "vo.combine.officer.getback_01"
speak "vo.combine.officer.getback_02"
speak "vo.combine.officer.getback_03"
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Officer_Injured
{
criteria IsCombineS IsClass_Officer ConceptInjured
speak "vo.combine.officer.injured_01"
speak "vo.combine.officer.injured_02"
speak "vo.combine.officer.injured_03"
speak "vo.combine.officer.injured_04"
speak "vo.combine.officer.injured_05"
speak "vo.combine.officer.injured_06"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.injured_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.injured_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.injured_order_01"
}
}
//========================================================================================================
// LIMPING
//====================================================================
response CS_Officer_Limping
{
criteria IsCombineS IsClass_Officer ConceptLimping
speak "vo.combine.officer.panting_01"
}
//========================================================================================================
// LOST ENEMY 16+ sec
//====================================================================
response CS_Officer_LostShort
{
criteria IsCombineS IsClass_Officer ConceptLostEnemy LostEnemyShortTime
speak "vo.combine.officer.lostenemy_01"
speak "vo.combine.officer.lostenemy_02"
speak "vo.combine.officer.lostenemy_03"
speak "vo.combine.officer.lostenemy_04"
speak "vo.combine.officer.lostenemy_05"
speak "vo.combine.officer.lostenemy_06"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.lostenemy_order_01"
speak "vo.combine.officer.lostenemy_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.lostenemy_order_01"
speak "vo.combine.officer.lostenemy_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.lostenemy_order_01"
speak "vo.combine.officer.lostenemy_order_02"
}
}
//========================================================================================================
// LOST VISUAL 3+ sec
//====================================================================
response CS_Officer_LostVisual
{
criteria IsCombineS IsClass_Officer ConceptLostVisual
speak "vo.combine.officer.lostvisual_01" respeakdelay 8
speak "vo.combine.officer.lostvisual_02" respeakdelay 8
speak "vo.combine.officer.lostvisual_03" respeakdelay 8
speak "vo.combine.officer.lostvisual_04" respeakdelay 8
speak "vo.combine.officer.lostvisual_05" respeakdelay 8 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_06" respeakdelay 8
speak "vo.combine.officer.lostvisual_07" respeakdelay 8 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_08" respeakdelay 8
speak "vo.combine.officer.lostvisual_09" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_01" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_02" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_03" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_04" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_05" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_06" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_07" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_09" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_10" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_11" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_12" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_13" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_14" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_15" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_16" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_17" respeakdelay 8
speak "vo.combine.officer.reconnoiter_search_18" respeakdelay 8
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.lostvisual_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.lostvisual_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.lostvisual_order_01"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.officer.lostvisual_01" respeakdelay 11
speak "vo.combine.officer.lostvisual_02" respeakdelay 11
speak "vo.combine.officer.lostvisual_03" respeakdelay 11
speak "vo.combine.officer.lostvisual_04" respeakdelay 11
speak "vo.combine.officer.lostvisual_05" respeakdelay 11 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_06" respeakdelay 11
speak "vo.combine.officer.lostvisual_07" respeakdelay 11 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_08" respeakdelay 11
speak "vo.combine.officer.lostvisual_09" respeakdelay 11
response
{
criteria AlyxIsKnown
speak "vo.combine.officer.lostvisual_player_01" respeakdelay 11
speak "vo.combine.officer.lostvisual_player_02" respeakdelay 11
speak "vo.combine.officer.lostvisual_player_03" respeakdelay 11
speak "vo.combine.officer.lostvisual_player_04" respeakdelay 11
}
response
{
criteria IsOrderCall ResponderIsofficer AlyxIsKnown
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.lostvisual_player_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger AlyxIsKnown
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.lostvisual_player_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor AlyxIsKnown
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.lostvisual_player_order_01"
}
}
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Officer_NearPanic
{
criteria IsCombineS IsClass_Officer ConceptNearPanic
speak "vo.combine.officer.nearpanic_01"
speak "vo.combine.officer.nearpanic_02"
speak "vo.combine.officer.nearpanic_03"
speak "vo.combine.officer.nearpanic_04"
speak "vo.combine.officer.nearpanic_05"
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Officer_Overwatch
{
criteria IsCombineS IsClass_Officer ConceptOverwatch
speak "vo.combine.officer.overwatch_01" respeakdelay 8
speak "vo.combine.officer.overwatch_02" respeakdelay 8
speak "vo.combine.officer.overwatch_03" respeakdelay 8
speak "vo.combine.officer.overwatch_04" respeakdelay 8
speak "vo.combine.officer.overwatch_05" respeakdelay 8
speak "vo.combine.officer.overwatch_06" respeakdelay 8
speak "vo.combine.officer.overwatch_07" respeakdelay 8
speak "vo.combine.officer.overwatch_08" respeakdelay 8
speak "vo.combine.officer.overwatch_09" respeakdelay 8
speak "vo.combine.officer.overwatch_10" respeakdelay 8
speak "vo.combine.officer.overwatch_11" respeakdelay 8
speak "vo.combine.officer.overwatch_12" respeakdelay 8
speak "vo.combine.officer.overwatch_13" respeakdelay 8
speak "vo.combine.officer.overwatch_14" respeakdelay 8
speak "vo.combine.officer.overwatch_15" respeakdelay 8
speak "vo.combine.officer.overwatch_16" respeakdelay 8
speak "vo.combine.officer.overwatch_17" respeakdelay 8
speak "vo.combine.officer.overwatch_18" respeakdelay 8
speak "vo.combine.officer.overwatch_19" respeakdelay 8
speak "vo.combine.officer.overwatch_20" respeakdelay 8
speak "vo.combine.officer.lostenemy_01" respeakdelay 8
speak "vo.combine.officer.lostenemy_02" respeakdelay 8
speak "vo.combine.officer.lostenemy_03" respeakdelay 8
speak "vo.combine.officer.lostenemy_04" respeakdelay 8
speak "vo.combine.officer.lostenemy_05" respeakdelay 8
speak "vo.combine.officer.lostenemy_06" respeakdelay 8
speak "vo.combine.officer.lostvisual_01" respeakdelay 8
speak "vo.combine.officer.lostvisual_02" respeakdelay 8
speak "vo.combine.officer.lostvisual_03" respeakdelay 8
speak "vo.combine.officer.lostvisual_04" respeakdelay 8
speak "vo.combine.officer.lostvisual_05" respeakdelay 8 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_06" respeakdelay 8
speak "vo.combine.officer.lostvisual_07" respeakdelay 8 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.lostvisual_08" respeakdelay 8
speak "vo.combine.officer.lostvisual_09" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_01" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_03" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_04" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_05" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_06" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_08" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_09" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_10" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_11" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_12" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_13" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_14" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_15" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_16" respeakdelay 8
speak "vo.combine.officer.reconnoiter_start_17" respeakdelay 8
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.overwatch_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.overwatch_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.overwatch_order_01"
}
}
//========================================================================================================
// PAIN
//============================
response CS_Officer_Pain
{
criteria IsCombineS IsClass_Officer ConceptPain
speak "vo.combine.officer.pain_01"
speak "vo.combine.officer.pain_02"
speak "vo.combine.officer.pain_03"
speak "vo.combine.officer.pain_04"
speak "vo.combine.officer.pain_05"
speak "vo.combine.officer.pain_06"
speak "vo.combine.officer.pain_07"
speak "vo.combine.officer.pain_08"
speak "vo.combine.officer.pain_09"
speak "vo.combine.officer.pain_10"
speak "vo.combine.officer.pain_01" thensimple 1 speak "vo.combine.officer.underattack_01"
speak "vo.combine.officer.pain_02" thensimple 1 speak "vo.combine.officer.underattack_02"
speak "vo.combine.officer.pain_03" thensimple 1 speak "vo.combine.officer.underattack_03"
speak "vo.combine.officer.pain_04" thensimple 1 speak "vo.combine.officer.underattack_04"
speak "vo.combine.officer.pain_05" thensimple 1 speak "vo.combine.officer.underattack_05"
speak "vo.combine.officer.pain_06" thensimple 1 speak "vo.combine.officer.underattack_06"
speak "vo.combine.officer.pain_07" thensimple 1 speak "vo.combine.officer.underattack_07"
speak "vo.combine.officer.pain_08" thensimple 1 speak "vo.combine.officer.underattack_08"
speak "vo.combine.officer.pain_09" thensimple 1 speak "vo.combine.officer.underattack_09"
speak "vo.combine.officer.pain_10" thensimple 1 speak "vo.combine.officer.underattack_10"
speak "vo.combine.officer.pain_01" thensimple 1 speak "vo.combine.officer.underattack_11"
speak "vo.combine.officer.pain_02" thensimple 1 speak "vo.combine.officer.underattack_12"
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Officer_PlayerIsHurt
{
criteria IsCombineS IsClass_Officer ConceptPlayerIsHurt
speak "vo.combine.officer.playerishurt_01"
speak "vo.combine.officer.playerishurt_02"
speak "vo.combine.officer.playerishurt_03"
speak "vo.combine.officer.playerishurt_04"
speak "vo.combine.officer.playerishurt_05"
speak "vo.combine.officer.playerishurt_06"
speak "vo.combine.officer.playerishurt_07"
speak "vo.combine.officer.playerishurt_08"
speak "vo.combine.officer.playerishurt_09"
speak "vo.combine.officer.playerishurt_10"
speak "vo.combine.officer.playerishurt_11"
speak "vo.combine.officer.playerishurt_12"
speak "vo.combine.officer.playerishurt_13"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.playerishurt_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.playerishurt_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.playerishurt_order_01"
}
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Officer_ReconnoiterFinish
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterFinish
speak "vo.combine.officer.reconnoiter_finish_01"
speak "vo.combine.officer.reconnoiter_finish_02"
speak "vo.combine.officer.reconnoiter_finish_03"
speak "vo.combine.officer.reconnoiter_finish_04"
speak "vo.combine.officer.reconnoiter_finish_05"
speak "vo.combine.officer.reconnoiter_finish_06"
speak "vo.combine.officer.reconnoiter_finish_07"
speak "vo.combine.officer.reconnoiter_finish_08"
speak "vo.combine.officer.reconnoiter_finish_09"
speak "vo.combine.officer.reconnoiter_finish_10"
speak "vo.combine.officer.reconnoiter_finish_11"
speak "vo.combine.officer.reconnoiter_finish_12"
speak "vo.combine.officer.reconnoiter_finish_13"
speak "vo.combine.officer.reconnoiter_finish_14"
speak "vo.combine.officer.reconnoiter_finish_15"
speak "vo.combine.officer.reconnoiter_finish_16"
speak "vo.combine.officer.reconnoiter_finish_18"
speak "vo.combine.officer.reconnoiter_finish_19"
speak "vo.combine.officer.reconnoiter_finish_20"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_finish_order_02"
}
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Officer_ReconnoiterSearch
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterSearch
speak "vo.combine.officer.reconnoiter_search_01"
speak "vo.combine.officer.reconnoiter_search_02"
speak "vo.combine.officer.reconnoiter_search_03"
speak "vo.combine.officer.reconnoiter_search_04"
speak "vo.combine.officer.reconnoiter_search_05"
speak "vo.combine.officer.reconnoiter_search_06"
speak "vo.combine.officer.reconnoiter_search_07"
speak "vo.combine.officer.reconnoiter_search_09"
speak "vo.combine.officer.reconnoiter_search_10"
speak "vo.combine.officer.reconnoiter_search_11"
speak "vo.combine.officer.reconnoiter_search_12"
speak "vo.combine.officer.reconnoiter_search_13"
speak "vo.combine.officer.reconnoiter_search_14"
speak "vo.combine.officer.reconnoiter_search_15"
speak "vo.combine.officer.reconnoiter_search_16"
speak "vo.combine.officer.reconnoiter_search_17"
speak "vo.combine.officer.reconnoiter_search_18"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_search_order_02"
}
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Officer_Reconnoiter
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterStart
speak "vo.combine.officer.reconnoiter_start_01"
speak "vo.combine.officer.reconnoiter_start_03"
speak "vo.combine.officer.reconnoiter_start_04"
speak "vo.combine.officer.reconnoiter_start_05"
speak "vo.combine.officer.reconnoiter_start_06"
speak "vo.combine.officer.reconnoiter_start_08"
speak "vo.combine.officer.reconnoiter_start_09"
speak "vo.combine.officer.reconnoiter_start_10"
speak "vo.combine.officer.reconnoiter_start_11"
speak "vo.combine.officer.reconnoiter_start_12"
speak "vo.combine.officer.reconnoiter_start_13"
speak "vo.combine.officer.reconnoiter_start_14"
speak "vo.combine.officer.reconnoiter_start_15"
speak "vo.combine.officer.reconnoiter_start_16"
speak "vo.combine.officer.reconnoiter_start_17"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_02"
speak "vo.combine.officer.reconnoiter_start_order_04"
speak "vo.combine.officer.reconnoiter_start_order_05"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_02"
speak "vo.combine.officer.reconnoiter_start_order_04"
speak "vo.combine.officer.reconnoiter_start_order_05"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reconnoiter_start_order_02"
speak "vo.combine.officer.reconnoiter_start_order_04"
speak "vo.combine.officer.reconnoiter_start_order_05"
}
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Officer_FindEnemy
{
criteria IsCombineS IsClass_Officer ConceptFindEnemy
speak "vo.combine.officer.refindenemy_01" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_02" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_03"
speak "vo.combine.officer.refindenemy_04"
speak "vo.combine.officer.refindenemy_05"
speak "vo.combine.officer.refindenemy_06"
speak "vo.combine.officer.refindenemy_07"
speak "vo.combine.officer.refindenemy_08"
speak "vo.combine.officer.refindenemy_09"
speak "vo.combine.officer.refindenemy_10"
speak "vo.combine.officer.refindenemy_11" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_12"
speak "vo.combine.officer.refindenemy_13"
speak "vo.combine.officer.refindenemy_14"
speak "vo.combine.officer.refindenemy_15"
speak "vo.combine.officer.refindenemy_16"
speak "vo.combine.officer.refindenemy_17"
speak "vo.combine.officer.refindenemy_18"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_02"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_03"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_02"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_03"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_02"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.refindenemy_order_03"
}
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Officer_Reload
{
criteria IsCombineS IsClass_Officer ConceptReload
speak "vo.combine.officer.reload_01"
speak "vo.combine.officer.reload_02"
speak "vo.combine.officer.reload_03"
speak "vo.combine.officer.reload_05"
speak "vo.combine.officer.reload_06"
speak "vo.combine.officer.reload_07"
speak "vo.combine.officer.reload_08"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.reload_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.reload_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.reload_order_01"
}
}
//====================================================================
// SQUAD MEMBER LOST
//====================================================================
response CS_Officer_SquadMemberLost
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost
response
{
criteria LostSquadofficer
speak "vo.combine.officer.squadmemberlost_01" predelay 1
speak "vo.combine.officer.squadmemberlost_02" predelay 1
speak "vo.combine.officer.squadmemberlost_03" predelay 1
speak "vo.combine.officer.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_04"
speak "vo.combine.officer.squadmemberlost_05" predelay 1
speak "vo.combine.officer.squadmemberlost_06" predelay 1
speak "vo.combine.officer.squadmemberlost_07" predelay 1
speak "vo.combine.officer.squadmemberlost_09" predelay 1
speak "vo.combine.officer.squadmemberlost_10" predelay 1
speak "vo.combine.officer.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_11"
}
response
{
criteria LostSquadCharger
speak "vo.combine.officer.squadmemberlost_01" predelay 1
speak "vo.combine.officer.squadmemberlost_02" predelay 1
speak "vo.combine.officer.squadmemberlost_03" predelay 1
speak "vo.combine.officer.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_04"
speak "vo.combine.officer.squadmemberlost_05" predelay 1
speak "vo.combine.officer.squadmemberlost_06" predelay 1
speak "vo.combine.officer.squadmemberlost_07" predelay 1
speak "vo.combine.officer.squadmemberlost_09" predelay 1
speak "vo.combine.officer.squadmemberlost_10" predelay 1
speak "vo.combine.officer.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_11"
}
response
{
criteria LostSquadSuppressor
speak "vo.combine.officer.squadmemberlost_01" predelay 1
speak "vo.combine.officer.squadmemberlost_02" predelay 1
speak "vo.combine.officer.squadmemberlost_03" predelay 1
speak "vo.combine.officer.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_04"
speak "vo.combine.officer.squadmemberlost_05" predelay 1
speak "vo.combine.officer.squadmemberlost_06" predelay 1
speak "vo.combine.officer.squadmemberlost_07" predelay 1
speak "vo.combine.officer.squadmemberlost_09" predelay 1
speak "vo.combine.officer.squadmemberlost_10" predelay 1
speak "vo.combine.officer.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.officer.squadmemberlost_11"
}
response
{
criteria LostSquadLeader
speak "vo.combine.officer.squadmemberlost_leader_01" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_02" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_03" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_04" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_05" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_06" predelay 1
speak "vo.combine.officer.squadmemberlost_leader_07" predelay 1
}
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Officer_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost IsLastSquadMemberLeft
speak "vo.combine.officer.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_09" predelay 1
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Officer_Suppressing
{
criteria IsCombineS IsClass_Officer ConceptSuppressing
speak "vo.combine.officer.suppressing_01"
speak "vo.combine.officer.suppressing_02"
speak "vo.combine.officer.suppressing_03"
speak "vo.combine.officer.suppressing_04"
speak "vo.combine.officer.suppressing_05"
speak "vo.combine.officer.suppressing_06"
speak "vo.combine.officer.suppressing_07"
speak "vo.combine.officer.announceattack_cover_01"
speak "vo.combine.officer.announceattack_cover_02" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.announceattack_cover_03"
speak "vo.combine.officer.announceattack_cover_04"
speak "vo.combine.officer.announceattack_cover_05"
speak "vo.combine.officer.announceattack_cover_06"
speak "vo.combine.officer.announceattack_cover_07"
speak "vo.combine.officer.announceattack_cover_08"
speak "vo.combine.officer.announceattack_cover_09"
speak "vo.combine.officer.announceattack_cover_10"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.suppressing_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.suppressing_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.suppressing_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
}
}
//========================================================================================================
// I'M TAKING FIRE
//====================================================================
response CS_Officer_TakingFire
{
criteria IsCombineS IsClass_Officer ConceptTakingFire
speak "vo.combine.officer.takingfire_01" respeakdelay 15
speak "vo.combine.officer.takingfire_02" respeakdelay 15
speak "vo.combine.officer.takingfire_03" respeakdelay 15
speak "vo.combine.officer.takingfire_04" respeakdelay 15
speak "vo.combine.officer.takingfire_05" respeakdelay 15
speak "vo.combine.officer.takingfire_06" respeakdelay 15
speak "vo.combine.officer.takingfire_07" respeakdelay 15
speak "vo.combine.officer.takingfire_08" respeakdelay 15
speak "vo.combine.officer.takingfire_09" respeakdelay 15
speak "vo.combine.officer.takingfire_10" respeakdelay 15
speak "vo.combine.officer.takingfire_11" respeakdelay 15
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.takingfire_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
speak "vo.combine.officer.takingfire_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_echoone_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.takingfire_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
speak "vo.combine.officer.takingfire_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_wallhammer_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.takingfire_order_01" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
speak "vo.combine.officer.takingfire_order_02" thensimple 0 speak "vo.combine.officer.calloutentity_apf_01"
}
}
//========================================================================================================
// SQUAD IS UNDER ATTACK
//====================================================================
response CS_Officer_UnderAttack
{
criteria IsCombineS IsClass_Officer ConceptUnderAttack
speak "vo.combine.officer.underattack_01"
speak "vo.combine.officer.underattack_02"
speak "vo.combine.officer.underattack_03" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.underattack_04"
speak "vo.combine.officer.underattack_05"
speak "vo.combine.officer.underattack_06"
speak "vo.combine.officer.underattack_07"
speak "vo.combine.officer.underattack_08"
speak "vo.combine.officer.underattack_09"
speak "vo.combine.officer.underattack_10"
speak "vo.combine.officer.underattack_11"
speak "vo.combine.officer.underattack_12"
}
//========================================================================================================
// ORDER RESPONSES
//====================================================================
response CS_Officer_UnableToComply
{
criteria IsCombineS IsClass_Officer ConceptOrderResponse
response
{
criteria ResponseIsNegative
speak "vo.combine.officer.unabletocommence_01"
speak "vo.combine.officer.unabletocommence_02"
speak "vo.combine.officer.unabletocommence_03"
speak "vo.combine.officer.unabletocommence_04"
speak "vo.combine.officer.unabletocommence_05"
speak "vo.combine.officer.unabletocommence_06"
speak "vo.combine.officer.unabletocommence_07"
}
response
{
criteria ResponseIsPositive
speak "vo.combine.officer.orderresponse_positive_01"
speak "vo.combine.officer.orderresponse_positive_02"
speak "vo.combine.officer.orderresponse_positive_03"
speak "vo.combine.officer.orderresponse_positive_04"
speak "vo.combine.officer.orderresponse_positive_05"
speak "vo.combine.officer.orderresponse_positive_06"
}
}
//========================================================================================================
// TAUNT
//====================================================================
response CS_Officer_Taunt
{
criteria IsCombineS IsClass_Officer ConceptTaunt
speak "vo.combine.officer.taunt_010" respeakdelay 15
speak "vo.combine.officer.taunt_011" respeakdelay 15
speak "vo.combine.officer.taunt_012" respeakdelay 15
speak "vo.combine.officer.taunt_020" respeakdelay 15
speak "vo.combine.officer.taunt_021" respeakdelay 15
speak "vo.combine.officer.taunt_022" respeakdelay 15
speak "vo.combine.officer.taunt_030" respeakdelay 15
speak "vo.combine.officer.taunt_031" respeakdelay 15
speak "vo.combine.officer.taunt_032" respeakdelay 15
speak "vo.combine.officer.taunt_040" respeakdelay 15
speak "vo.combine.officer.taunt_041" respeakdelay 15
speak "vo.combine.officer.taunt_042" respeakdelay 15
speak "vo.combine.officer.taunt_050" respeakdelay 15
speak "vo.combine.officer.taunt_051" respeakdelay 15
speak "vo.combine.officer.taunt_052" respeakdelay 15
speak "vo.combine.officer.taunt_060" respeakdelay 15
speak "vo.combine.officer.taunt_061" respeakdelay 15
speak "vo.combine.officer.taunt_062" respeakdelay 15
speak "vo.combine.officer.taunt_070" respeakdelay 15
speak "vo.combine.officer.taunt_071" respeakdelay 15
speak "vo.combine.officer.taunt_072" respeakdelay 15
speak "vo.combine.officer.taunt_080" respeakdelay 15
speak "vo.combine.officer.taunt_081" respeakdelay 15
speak "vo.combine.officer.taunt_082" respeakdelay 15
speak "vo.combine.officer.taunt_090" respeakdelay 15
speak "vo.combine.officer.taunt_091" respeakdelay 15
speak "vo.combine.officer.taunt_092" respeakdelay 15
speak "vo.combine.officer.taunt_100" respeakdelay 15
speak "vo.combine.officer.taunt_101" respeakdelay 15
speak "vo.combine.officer.taunt_102" respeakdelay 15
speak "vo.combine.officer.taunt_110" respeakdelay 15
speak "vo.combine.officer.taunt_111" respeakdelay 15
speak "vo.combine.officer.taunt_112" respeakdelay 15
speak "vo.combine.officer.taunt_120" respeakdelay 15
speak "vo.combine.officer.taunt_121" respeakdelay 15
speak "vo.combine.officer.taunt_122" respeakdelay 15
speak "vo.combine.officer.taunt_130" respeakdelay 15
speak "vo.combine.officer.taunt_131" respeakdelay 15
speak "vo.combine.officer.taunt_132" respeakdelay 15
speak "vo.combine.officer.taunt_140" respeakdelay 15
speak "vo.combine.officer.taunt_141" respeakdelay 15
speak "vo.combine.officer.taunt_142" respeakdelay 15
speak "vo.combine.officer.taunt_150" respeakdelay 15
speak "vo.combine.officer.taunt_151" respeakdelay 15
speak "vo.combine.officer.taunt_152" respeakdelay 15
speak "vo.combine.officer.taunt_160" respeakdelay 15
speak "vo.combine.officer.taunt_161" respeakdelay 15
speak "vo.combine.officer.taunt_162" respeakdelay 15
speak "vo.combine.officer.taunt_170" respeakdelay 15
speak "vo.combine.officer.taunt_171" respeakdelay 15
speak "vo.combine.officer.taunt_172" respeakdelay 15
speak "vo.combine.officer.taunt_180" respeakdelay 15
speak "vo.combine.officer.taunt_181" respeakdelay 15
speak "vo.combine.officer.taunt_182" respeakdelay 15
speak "vo.combine.officer.taunt_190" respeakdelay 15
speak "vo.combine.officer.taunt_191" respeakdelay 15
speak "vo.combine.officer.taunt_192" respeakdelay 15
speak "vo.combine.officer.taunt_200" respeakdelay 15
speak "vo.combine.officer.taunt_201" respeakdelay 15
speak "vo.combine.officer.taunt_202" respeakdelay 15
}
//========================================================================================================
// HEAR SUSPICIOUS
//====================================================================
response CS_Officer_HearSuspicous
{
criteria IsCombineS IsClass_Officer ConceptHearSuspicious
speak "vo.combine.officer.hear_suspicious_01" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.hear_suspicious_02"
speak "vo.combine.officer.hear_suspicious_03"
speak "vo.combine.officer.hear_suspicious_04"
speak "vo.combine.officer.hear_suspicious_05"
speak "vo.combine.officer.hear_suspicious_06"
}
//========================================================================================================
// ATTACKING PLAYER'S COVER
//====================================================================
response CS_Officer_AttackingCover
{
criteria IsCombineS IsClass_Officer ConceptAttackingCover
speak "vo.combine.officer.announceattack_cover_01"
speak "vo.combine.officer.announceattack_cover_02" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.announceattack_cover_03"
speak "vo.combine.officer.announceattack_cover_04"
speak "vo.combine.officer.announceattack_cover_05"
speak "vo.combine.officer.announceattack_cover_06"
speak "vo.combine.officer.announceattack_cover_07"
speak "vo.combine.officer.announceattack_cover_08"
speak "vo.combine.officer.announceattack_cover_09"
speak "vo.combine.officer.announceattack_cover_10"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.announceattack_cover_order_02"
}
}
//========================================================================================================
// RETREATING
//====================================================================
response CS_Officer_Retreating
{
criteria IsCombineS IsClass_Officer ConceptDanger
speak "vo.combine.officer.retreat_01"
speak "vo.combine.officer.retreat_02"
speak "vo.combine.officer.retreat_03"
speak "vo.combine.officer.retreat_04"
speak "vo.combine.officer.retreat_05"
speak "vo.combine.officer.retreat_06"
speak "vo.combine.officer.retreat_07"
speak "vo.combine.officer.retreat_08"
speak "vo.combine.officer.retreat_09"
speak "vo.combine.officer.coverme_01"
speak "vo.combine.officer.coverme_02"
speak "vo.combine.officer.coverme_03"
speak "vo.combine.officer.coverme_04"
speak "vo.combine.officer.coverme_05"
speak "vo.combine.officer.coverme_06"
speak "vo.combine.officer.coverme_07"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.retreat_order_01"
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.retreat_order_02"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.retreat_order_01"
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.retreat_order_02"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.retreat_order_01"
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.retreat_order_02"
}
}
//========================================================================================================
// RETREATING DUE TO RELOAD
//====================================================================
response CS_Officer_RetreatToReload
{
criteria IsCombineS IsClass_Officer ConceptRetreatToReload
speak "vo.combine.officer.retreat_03"
speak "vo.combine.officer.retreat_04"
speak "vo.combine.officer.retreat_05"
speak "vo.combine.officer.retreat_07"
speak "vo.combine.officer.retreat_08"
speak "vo.combine.officer.coverme_02"
speak "vo.combine.officer.coverme_03"
speak "vo.combine.officer.coverme_07" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.coverme_01"
speak "vo.combine.officer.coverme_02"
speak "vo.combine.officer.coverme_03"
speak "vo.combine.officer.coverme_04"
speak "vo.combine.officer.coverme_05"
speak "vo.combine.officer.coverme_06"
speak "vo.combine.officer.underattack_01"
speak "vo.combine.officer.underattack_02"
speak "vo.combine.officer.underattack_03" thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.underattack_04"
speak "vo.combine.officer.underattack_05"
speak "vo.combine.officer.underattack_06"
speak "vo.combine.officer.underattack_07"
speak "vo.combine.officer.underattack_08"
speak "vo.combine.officer.underattack_09"
speak "vo.combine.officer.underattack_10"
speak "vo.combine.officer.underattack_11"
speak "vo.combine.officer.underattack_12"
speak "vo.combine.officer.unabletocommence_01"
speak "vo.combine.officer.unabletocommence_02"
speak "vo.combine.officer.unabletocommence_03"
speak "vo.combine.officer.unabletocommence_04"
speak "vo.combine.officer.unabletocommence_05"
speak "vo.combine.officer.unabletocommence_06"
speak "vo.combine.officer.unabletocommence_07"
response
{
criteria IsOrderCall
speak "vo.combine.officer.orderresponse_positive_01" thensimple 0 speak "vo.combine.officer.coverme_03"
speak "vo.combine.officer.orderresponse_positive_02" thensimple 0 speak "vo.combine.officer.retreat_05"
speak "vo.combine.officer.orderresponse_positive_03" thensimple 0 speak "vo.combine.officer.retreat_04"
speak "vo.combine.officer.orderresponse_positive_04" thensimple 0 speak "vo.combine.officer.retreat_07"
speak "vo.combine.officer.orderresponse_positive_05" thensimple 0 speak "vo.combine.officer.retreat_08"
speak "vo.combine.officer.orderresponse_positive_05" thensimple 0 speak "vo.combine.officer.retreat_03"
}
}
//========================================================================================================
// SEES PLAYER IS RELOADING
//====================================================================
response CS_Officer_SeesPlayerReloading
{
criteria IsCombineS IsClass_Officer PlayerIsReloading
speak "vo.combine.officer.sees_reloading_01"
speak "vo.combine.officer.sees_reloading_02"
speak "vo.combine.officer.sees_reloading_03"
speak "vo.combine.officer.sees_reloading_04"
speak "vo.combine.officer.sees_reloading_05"
response
{
criteria IsOrderCall ResponderIsofficer
speak "vo.combine.officer.calloutentity_echoone_01" thensimple 0 speak "vo.combine.officer.sees_reloading_order_01"
}
response
{
criteria IsOrderCall ResponderIsCharger
speak "vo.combine.officer.calloutentity_wallhammer_01" thensimple 0 speak "vo.combine.officer.sees_reloading_order_01"
}
response
{
criteria IsOrderCall ResponderIsSuppressor
speak "vo.combine.officer.calloutentity_apf_01" thensimple 0 speak "vo.combine.officer.sees_reloading_order_01"
}
}
//========================================================================================================
// IDLE
//===========================
response CS_Officer_Idle
{
criteria IsCombineS IsClass_Officer ConceptIdle
speak "vo.combine.officer.idle_01" respeakdelay 11
speak "vo.combine.officer.idle_02" respeakdelay 11
speak "vo.combine.officer.idle_03" respeakdelay 11
speak "vo.combine.officer.idle_04" respeakdelay 11
speak "vo.combine.officer.idle_05" respeakdelay 11
speak "vo.combine.officer.idle_06" respeakdelay 11
speak "vo.combine.officer.idle_07" respeakdelay 11
speak "vo.combine.officer.idle_08" respeakdelay 11
speak "vo.combine.officer.idle_09" respeakdelay 11
speak "vo.combine.officer.idle_10" respeakdelay 11
speak "vo.combine.officer.idle_11" respeakdelay 11
speak "vo.combine.officer.idle_12" respeakdelay 11
speak "vo.combine.officer.idle_13" respeakdelay 11
speak "vo.combine.officer.idle_14" respeakdelay 11
speak "vo.combine.officer.idle_15" respeakdelay 11
speak "vo.combine.officer.idle_16" respeakdelay 11
speak "vo.combine.officer.idle_17" respeakdelay 11
speak "vo.combine.officer.idle_18" respeakdelay 11
speak "vo.combine.officer.idle_19" respeakdelay 11
speak "vo.combine.officer.idle_20" respeakdelay 11
}
response CS_Officer_IdleCombat
{
criteria IsCombineS IsClass_Officer ConceptIdleCombat
speak "vo.combine.officer.combat_idle_010" respeakdelay 8
speak "vo.combine.officer.combat_idle_012" respeakdelay 8
speak "vo.combine.officer.combat_idle_020" respeakdelay 8
speak "vo.combine.officer.combat_idle_021" respeakdelay 8
speak "vo.combine.officer.combat_idle_022" respeakdelay 8
speak "vo.combine.officer.combat_idle_030" respeakdelay 8
speak "vo.combine.officer.combat_idle_031" respeakdelay 8
speak "vo.combine.officer.combat_idle_032" respeakdelay 8
speak "vo.combine.officer.combat_idle_040" respeakdelay 8
speak "vo.combine.officer.combat_idle_041" respeakdelay 8
speak "vo.combine.officer.combat_idle_042" respeakdelay 8
speak "vo.combine.officer.combat_idle_050" respeakdelay 8
speak "vo.combine.officer.combat_idle_051" respeakdelay 8
speak "vo.combine.officer.combat_idle_052" respeakdelay 8
speak "vo.combine.officer.combat_idle_060" respeakdelay 8
speak "vo.combine.officer.combat_idle_061" respeakdelay 8
speak "vo.combine.officer.combat_idle_062" respeakdelay 8
speak "vo.combine.officer.combat_idle_070" respeakdelay 8
speak "vo.combine.officer.combat_idle_071" respeakdelay 8
speak "vo.combine.officer.combat_idle_072" respeakdelay 8
speak "vo.combine.officer.combat_idle_080" respeakdelay 8
speak "vo.combine.officer.combat_idle_081" respeakdelay 8
speak "vo.combine.officer.combat_idle_082" respeakdelay 8
speak "vo.combine.officer.combat_idle_090" respeakdelay 8
speak "vo.combine.officer.combat_idle_091" respeakdelay 8
speak "vo.combine.officer.combat_idle_092" respeakdelay 8
speak "vo.combine.officer.combat_idle_100" respeakdelay 8
speak "vo.combine.officer.combat_idle_101" respeakdelay 8
speak "vo.combine.officer.combat_idle_102" respeakdelay 8
speak "vo.combine.officer.combat_idle_110" respeakdelay 8
speak "vo.combine.officer.combat_idle_111" respeakdelay 8
speak "vo.combine.officer.combat_idle_112" respeakdelay 8
speak "vo.combine.officer.combat_idle_120" respeakdelay 8
speak "vo.combine.officer.combat_idle_121" respeakdelay 8
speak "vo.combine.officer.combat_idle_122" respeakdelay 8
speak "vo.combine.officer.combat_idle_130" respeakdelay 8
speak "vo.combine.officer.combat_idle_131" respeakdelay 8
speak "vo.combine.officer.combat_idle_132" respeakdelay 8
speak "vo.combine.officer.combat_idle_140" respeakdelay 8
speak "vo.combine.officer.combat_idle_141" respeakdelay 8
speak "vo.combine.officer.combat_idle_142" respeakdelay 8
speak "vo.combine.officer.combat_idle_150" respeakdelay 8
speak "vo.combine.officer.combat_idle_151" respeakdelay 8
speak "vo.combine.officer.combat_idle_152" respeakdelay 8
speak "vo.combine.officer.combat_idle_160" respeakdelay 8
speak "vo.combine.officer.combat_idle_161" respeakdelay 8
speak "vo.combine.officer.combat_idle_162" respeakdelay 8
speak "vo.combine.officer.combat_idle_170" respeakdelay 8
speak "vo.combine.officer.combat_idle_171" respeakdelay 8
speak "vo.combine.officer.combat_idle_172" respeakdelay 8
speak "vo.combine.officer.combat_idle_180" respeakdelay 8
speak "vo.combine.officer.combat_idle_181" respeakdelay 8
speak "vo.combine.officer.combat_idle_182" respeakdelay 8
speak "vo.combine.officer.combat_idle_190" respeakdelay 8
speak "vo.combine.officer.combat_idle_191" respeakdelay 8
speak "vo.combine.officer.combat_idle_192" respeakdelay 8
speak "vo.combine.officer.combat_idle_200" respeakdelay 8
speak "vo.combine.officer.combat_idle_201" respeakdelay 8
speak "vo.combine.officer.combat_idle_202" respeakdelay 8
speak "vo.combine.officer.taunt_010" respeakdelay 8
speak "vo.combine.officer.taunt_011" respeakdelay 8
speak "vo.combine.officer.taunt_012" respeakdelay 8
speak "vo.combine.officer.taunt_020" respeakdelay 8
speak "vo.combine.officer.taunt_021" respeakdelay 8
speak "vo.combine.officer.taunt_022" respeakdelay 8
speak "vo.combine.officer.taunt_030" respeakdelay 8
speak "vo.combine.officer.taunt_031" respeakdelay 8
speak "vo.combine.officer.taunt_032" respeakdelay 8
speak "vo.combine.officer.taunt_040" respeakdelay 8
speak "vo.combine.officer.taunt_041" respeakdelay 8
speak "vo.combine.officer.taunt_042" respeakdelay 8
speak "vo.combine.officer.taunt_050" respeakdelay 8
speak "vo.combine.officer.taunt_051" respeakdelay 8
speak "vo.combine.officer.taunt_052" respeakdelay 8
speak "vo.combine.officer.taunt_060" respeakdelay 8
speak "vo.combine.officer.taunt_061" respeakdelay 8
speak "vo.combine.officer.taunt_062" respeakdelay 8
speak "vo.combine.officer.taunt_070" respeakdelay 8
speak "vo.combine.officer.taunt_071" respeakdelay 8
speak "vo.combine.officer.taunt_072" respeakdelay 8
speak "vo.combine.officer.taunt_080" respeakdelay 8
speak "vo.combine.officer.taunt_081" respeakdelay 8
speak "vo.combine.officer.taunt_082" respeakdelay 8
speak "vo.combine.officer.taunt_090" respeakdelay 8
speak "vo.combine.officer.taunt_091" respeakdelay 8
speak "vo.combine.officer.taunt_092" respeakdelay 8
speak "vo.combine.officer.taunt_100" respeakdelay 8
speak "vo.combine.officer.taunt_101" respeakdelay 8
speak "vo.combine.officer.taunt_102" respeakdelay 8
speak "vo.combine.officer.taunt_110" respeakdelay 8
speak "vo.combine.officer.taunt_111" respeakdelay 8
speak "vo.combine.officer.taunt_112" respeakdelay 8
speak "vo.combine.officer.taunt_120" respeakdelay 8
speak "vo.combine.officer.taunt_121" respeakdelay 8
speak "vo.combine.officer.taunt_122" respeakdelay 8
speak "vo.combine.officer.taunt_130" respeakdelay 8
speak "vo.combine.officer.taunt_131" respeakdelay 8
speak "vo.combine.officer.taunt_132" respeakdelay 8
speak "vo.combine.officer.taunt_140" respeakdelay 8
speak "vo.combine.officer.taunt_141" respeakdelay 8
speak "vo.combine.officer.taunt_142" respeakdelay 8
speak "vo.combine.officer.taunt_150" respeakdelay 8
speak "vo.combine.officer.taunt_151" respeakdelay 8
speak "vo.combine.officer.taunt_152" respeakdelay 8
speak "vo.combine.officer.taunt_160" respeakdelay 8
speak "vo.combine.officer.taunt_161" respeakdelay 8
speak "vo.combine.officer.taunt_162" respeakdelay 8
speak "vo.combine.officer.taunt_170" respeakdelay 8
speak "vo.combine.officer.taunt_171" respeakdelay 8
speak "vo.combine.officer.taunt_172" respeakdelay 8
speak "vo.combine.officer.taunt_180" respeakdelay 8
speak "vo.combine.officer.taunt_181" respeakdelay 8
speak "vo.combine.officer.taunt_182" respeakdelay 8
speak "vo.combine.officer.taunt_190" respeakdelay 8
speak "vo.combine.officer.taunt_191" respeakdelay 8
speak "vo.combine.officer.taunt_192" respeakdelay 8
speak "vo.combine.officer.taunt_200" respeakdelay 8
speak "vo.combine.officer.taunt_201" respeakdelay 8
speak "vo.combine.officer.taunt_202" respeakdelay 8
}
//======================================================================================
// FIRING LOCATION CALLOUTS
//======================================================================================
response CS_Officer_NoSpeech
{
}
response CS_Officer_Firing
{
criteria IsCombineS IsClass_Officer ConceptFiring
speak "vo.combine.officer.firing_02" respeakdelay 12
speak "vo.combine.officer.firing_03" respeakdelay 12
speak "vo.combine.officer.firing_04" respeakdelay 12
speak "vo.combine.officer.firing_05" respeakdelay 12
speak "vo.combine.officer.firing_06" respeakdelay 12
speak "vo.combine.officer.firing_01" respeakdelay 12
speak "vo.combine.officer.firing_110" respeakdelay 12
speak "vo.combine.officer.firing_111" respeakdelay 12
speak "vo.combine.officer.firing_112" respeakdelay 12
speak "vo.combine.officer.firing_120" respeakdelay 12
speak "vo.combine.officer.firing_121" respeakdelay 12
speak "vo.combine.officer.firing_122" respeakdelay 12
speak "vo.combine.officer.firing_130" respeakdelay 12
speak "vo.combine.officer.firing_131" respeakdelay 12
speak "vo.combine.officer.firing_132" respeakdelay 12
speak "vo.combine.officer.firing_140" respeakdelay 12
speak "vo.combine.officer.firing_141" respeakdelay 12
speak "vo.combine.officer.firing_142" respeakdelay 12
speak "vo.combine.officer.firing_150" respeakdelay 12
speak "vo.combine.officer.firing_151" respeakdelay 12
speak "vo.combine.officer.firing_152" respeakdelay 12
speak "vo.combine.officer.firing_160" respeakdelay 12
speak "vo.combine.officer.firing_161" respeakdelay 12
speak "vo.combine.officer.firing_162" respeakdelay 12
speak "vo.combine.officer.firing_170" respeakdelay 12
speak "vo.combine.officer.firing_171" respeakdelay 12
speak "vo.combine.officer.firing_172" respeakdelay 12
speak "vo.combine.officer.firing_180" respeakdelay 12
speak "vo.combine.officer.firing_181" respeakdelay 12
speak "vo.combine.officer.firing_182" respeakdelay 12
speak "vo.combine.officer.firing_190" respeakdelay 12
speak "vo.combine.officer.firing_191" respeakdelay 12
speak "vo.combine.officer.firing_192" respeakdelay 12
speak "vo.combine.officer.firing_200" respeakdelay 12
speak "vo.combine.officer.firing_201" respeakdelay 12
speak "vo.combine.officer.firing_202" respeakdelay 12
speak "vo.combine.officer.firing_220" respeakdelay 12
speak "vo.combine.officer.firing_221" respeakdelay 12
speak "vo.combine.officer.firing_222" respeakdelay 12
speak "vo.combine.officer.announceattack_02" respeakdelay 12
speak "vo.combine.officer.announceattack_03" respeakdelay 12
speak "vo.combine.officer.announceattack_04" respeakdelay 12
speak "vo.combine.officer.announceattack_05" respeakdelay 12
speak "vo.combine.officer.announceattack_06" respeakdelay 12
speak "vo.combine.officer.announceattack_07" respeakdelay 12
speak "vo.combine.officer.announceattack_08" respeakdelay 12
speak "vo.combine.officer.announceattack_09" respeakdelay 12
speak "vo.combine.officer.announceattack_11" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_01" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_02" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_03" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_04" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_05" respeakdelay 12
speak "vo.combine.officer.orderresponse_positive_06" respeakdelay 12
speak "vo.combine.officer.refindenemy_01" respeakdelay 12 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_02" respeakdelay 12 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_03" respeakdelay 12
speak "vo.combine.officer.refindenemy_04" respeakdelay 12
speak "vo.combine.officer.refindenemy_05" respeakdelay 12
speak "vo.combine.officer.refindenemy_06" respeakdelay 12
speak "vo.combine.officer.refindenemy_07" respeakdelay 12
speak "vo.combine.officer.refindenemy_08" respeakdelay 12
speak "vo.combine.officer.refindenemy_09" respeakdelay 12
speak "vo.combine.officer.refindenemy_10" respeakdelay 12
speak "vo.combine.officer.refindenemy_11" respeakdelay 12 thensimple 0 speak "vo.combine.officer.calloutcode_numbers"
speak "vo.combine.officer.refindenemy_12" respeakdelay 12
speak "vo.combine.officer.refindenemy_13" respeakdelay 12
speak "vo.combine.officer.refindenemy_14" respeakdelay 12
speak "vo.combine.officer.refindenemy_15" respeakdelay 12
speak "vo.combine.officer.refindenemy_16" respeakdelay 12
speak "vo.combine.officer.refindenemy_17" respeakdelay 12
response
{
criteria PlayerAtBarrels
speak "vo.combine.officer.calloutlocation_barrells_01" respeakdelay 17
}
response
{
criteria PlayerAtBricks
speak "vo.combine.officer.calloutlocation_bricks_01" respeakdelay 17
}
response
{
criteria PlayerAtBuilding
speak "vo.combine.officer.calloutlocation_building_01" respeakdelay 17
}
response
{
criteria PlayerAtBridge
speak "vo.combine.officer.calloutlocation_bridge_01" respeakdelay 17
}
response
{
criteria PlayerAtCar
speak "vo.combine.officer.calloutlocation_car_01" respeakdelay 17
}
response
{
criteria PlayerAtCrane
speak "vo.combine.officer.calloutlocation_crane_01" respeakdelay 17
}
response
{
criteria PlayerAtDoor
speak "vo.combine.officer.calloutlocation_door_01" respeakdelay 17
}
response
{
criteria PlayerAtPipes
speak "vo.combine.officer.calloutlocation_pipes_01" respeakdelay 17
}
response
{
criteria PlayerAtShack
speak "vo.combine.officer.calloutlocation_shack_01" respeakdelay 17
}
response
{
criteria PlayerAtTunnel
speak "vo.combine.officer.calloutlocation_tunnel_01" respeakdelay 17
}
response
{
criteria PlayerAtHut
speak "vo.combine.officer.calloutlocation_hut_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.officer.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.officer.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTruck
speak "vo.combine.officer.calloutlocation_truck_01" respeakdelay 17
}
response
{
criteria PlayerAtWoodPile
speak "vo.combine.officer.calloutlocation_woodpile_01" respeakdelay 17
}
response
{
criteria PlayerAtVan
speak "vo.combine.officer.calloutlocation_van_01" respeakdelay 17
}
response
{
criteria PlayerAtElevator
speak "vo.combine.officer.calloutlocation_elevator_01" respeakdelay 17
}
response
{
criteria PlayerAtApartment
speak "vo.combine.officer.calloutlocation_apartment_01" respeakdelay 17
}
response
{
criteria PlayerAtBelow
speak "vo.combine.officer.calloutlocation_below_01" respeakdelay 17
}
response
{
criteria PlayerAtAbove
speak "vo.combine.officer.calloutlocation_above_01" respeakdelay 17
}
response
{
criteria PlayerAtBehind
speak "vo.combine.officer.calloutlocation_behind_01" respeakdelay 17
}
response
{
criteria PlayerAtToilet
speak "vo.combine.officer.calloutlocation_toilet_01" respeakdelay 17
}
response
{
criteria PlayerAtWheels
speak "vo.combine.officer.calloutlocation_wheels_01" respeakdelay 17
}
response
{
criteria PlayerAtFront
speak "vo.combine.officer.calloutlocation_front_01" respeakdelay 17
}
response
{
criteria PlayerAtTrash
speak "vo.combine.officer.calloutlocation_trash_01" respeakdelay 17
}
}
npc_combine_suppressor.txt
//========================================================================================================
// ADVANCING ON TARGET
//====================================================================
response CS_Suppressor_AdvancingOnTarget
{
criteria IsCombineS IsClass_Suppressor ConceptAdvancingOnTarget
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.advancing_on_target_20"
}
}
//========================================================================================================
// ANNOUNCING CHARGE
//====================================================================
response CS_Suppressor_Charging
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceCharge
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
}
//========================================================================================================
// ANNOUNCING ATTACKS - GRENADE THROW
//====================================================================
response CS_Suppressor_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptThrowingGrenade
speak "vo.combine.suppressor.announceattack_grenade_01"
speak "vo.combine.suppressor.announceattack_grenade_02"
speak "vo.combine.suppressor.announceattack_grenade_03"
speak "vo.combine.suppressor.announceattack_grenade_04"
speak "vo.combine.suppressor.announceattack_grenade_05"
speak "vo.combine.suppressor.announceattack_grenade_06"
speak "vo.combine.suppressor.announceattack_grenade_07"
speak "vo.combine.suppressor.announceattack_grenade_08"
speak "vo.combine.suppressor.announceattack_grenade_09"
speak "vo.combine.suppressor.announceattack_grenade_10"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announceattack_grenade_09"
}
}
//========================================================================================================
// ANNOUNCING ENEMY
//====================================================================
response CS_Suppressor_AnnounceEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceEnemy
speak "vo.combine.suppressor.announceattack_01"
speak "vo.combine.suppressor.announceattack_02"
speak "vo.combine.suppressor.announceattack_03"
speak "vo.combine.suppressor.announceattack_04"
speak "vo.combine.suppressor.announceattack_05"
speak "vo.combine.suppressor.announceattack_06"
speak "vo.combine.suppressor.announceattack_09"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announceattack_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announceattack_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announceattack_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announceattack_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announceattack_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announceattack_09"
}
response
{
criteria EnemyIsPlayer
speak "vo.combine.suppressor.announceattack_01"
speak "vo.combine.suppressor.announceattack_02"
speak "vo.combine.suppressor.announceattack_03"
speak "vo.combine.suppressor.announceattack_04"
speak "vo.combine.suppressor.announceattack_05"
speak "vo.combine.suppressor.announceattack_06"
speak "vo.combine.suppressor.announceattack_09"
speak "vo.combine.suppressor.announceattack_11"
response
{
criteria AlyxIsKnown
speak "vo.combine.suppressor.announceattack_alyx_01"
speak "vo.combine.suppressor.announceattack_alyx_02"
speak "vo.combine.suppressor.announceattack_alyx_03"
speak "vo.combine.suppressor.announceattack_alyx_04"
speak "vo.combine.suppressor.announceattack_alyx_05"
speak "vo.combine.suppressor.announceattack_alyx_06"
speak "vo.combine.suppressor.announceattack_alyx_07"
speak "vo.combine.suppressor.announceattack_alyx_08"
speak "vo.combine.suppressor.announceattack_alyx_09"
speak "vo.combine.suppressor.announceattack_alyx_10"
speak "vo.combine.suppressor.announceattack_alyx_11"
}
response
{
criteria IsOrderResponse AlyxIsKnown
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announceattack_alyx_09"
}
response
{
criteria PlayerHasUpgrades
speak "vo.combine.suppressor.sees_upgrades_01"
speak "vo.combine.suppressor.sees_upgrades_02"
speak "vo.combine.suppressor.sees_upgrades_03"
speak "vo.combine.suppressor.sees_upgrades_04"
speak "vo.combine.suppressor.sees_upgrades_05"
}
response
{
criteria PlayerHasGrenades
speak "vo.combine.suppressor.sees_grenades_01"
speak "vo.combine.suppressor.sees_grenades_02"
speak "vo.combine.suppressor.sees_grenades_03"
speak "vo.combine.suppressor.sees_grenades_04"
speak "vo.combine.suppressor.sees_grenades_05"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.suppressor.announceenemy_antlion_01"
speak "vo.combine.suppressor.announceenemy_antlion_02"
speak "vo.combine.suppressor.announceenemy_antlion_03"
speak "vo.combine.suppressor.announceenemy_antlion_04"
speak "vo.combine.suppressor.announceenemy_antlion_05"
speak "vo.combine.suppressor.announceenemy_antlion_06"
speak "vo.combine.suppressor.announceenemy_antlion_07"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.suppressor.announceenemy_zombie_01"
speak "vo.combine.suppressor.announceenemy_zombie_02"
speak "vo.combine.suppressor.announceenemy_zombie_03"
speak "vo.combine.suppressor.announceenemy_zombie_04"
speak "vo.combine.suppressor.announceenemy_zombie_05"
speak "vo.combine.suppressor.announceenemy_zombie_08"
speak "vo.combine.suppressor.announceenemy_zombie_09"
speak "vo.combine.suppressor.announceenemy_zombie_10"
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.suppressor.announceenemy_headcrabs_01"
speak "vo.combine.suppressor.announceenemy_headcrabs_02" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.announceenemy_headcrabs_03"
speak "vo.combine.suppressor.announceenemy_headcrabs_04"
speak "vo.combine.suppressor.announceenemy_headcrabs_05"
speak "vo.combine.suppressor.announceenemy_headcrabs_07"
speak "vo.combine.suppressor.announceenemy_headcrabs_08"
speak "vo.combine.suppressor.announceenemy_headcrabs_10"
}
}
//========================================================================================================
// ANNOUNCE KILL
//============================
response CS_Suppressor_AnnounceKill
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceKill
speak "vo.combine.suppressor.announcekill_01"
speak "vo.combine.suppressor.announcekill_02"
speak "vo.combine.suppressor.announcekill_03"
speak "vo.combine.suppressor.announcekill_04"
speak "vo.combine.suppressor.announcekill_05"
speak "vo.combine.suppressor.announcekill_06"
speak "vo.combine.suppressor.announcekill_09"
speak "vo.combine.suppressor.announcekill_11"
speak "vo.combine.suppressor.announcekill_12"
speak "vo.combine.suppressor.announcekill_13"
speak "vo.combine.suppressor.announcekill_14"
speak "vo.combine.suppressor.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announcekill_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announcekill_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announcekill_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announcekill_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announcekill_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announcekill_09"
}
response
{
criteria EnemyIsPlayer AlyxIsKnown
speak "vo.combine.suppressor.announcekill_player_01"
speak "vo.combine.suppressor.announcekill_player_03"
speak "vo.combine.suppressor.announcekill_player_04"
speak "vo.combine.suppressor.announcekill_player_05"
speak "vo.combine.suppressor.announcekill_player_06"
speak "vo.combine.suppressor.announcekill_player_07"
speak "vo.combine.suppressor.announcekill_player_08"
speak "vo.combine.suppressor.announcekill_player_09"
speak "vo.combine.suppressor.announcekill_01"
speak "vo.combine.suppressor.announcekill_02"
speak "vo.combine.suppressor.announcekill_03"
speak "vo.combine.suppressor.announcekill_04"
speak "vo.combine.suppressor.announcekill_05"
speak "vo.combine.suppressor.announcekill_06"
speak "vo.combine.suppressor.announcekill_09"
speak "vo.combine.suppressor.announcekill_11"
speak "vo.combine.suppressor.announcekill_12"
speak "vo.combine.suppressor.announcekill_13"
speak "vo.combine.suppressor.announcekill_14"
speak "vo.combine.suppressor.announcekill_15"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announcekill_player_01"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announcekill_player_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announcekill_player_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announcekill_player_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announcekill_player_06"
}
}
response
{
criteria EnemyIsAntlion
speak "vo.combine.suppressor.announcekill_antlion_01"
speak "vo.combine.suppressor.announcekill_antlion_02"
speak "vo.combine.suppressor.announcekill_antlion_03"
speak "vo.combine.suppressor.announcekill_antlion_04"
speak "vo.combine.suppressor.announcekill_antlion_05"
speak "vo.combine.suppressor.announcekill_01"
speak "vo.combine.suppressor.announcekill_02"
speak "vo.combine.suppressor.announcekill_03"
speak "vo.combine.suppressor.announcekill_04"
}
response
{
criteria EnemyIsZombie
speak "vo.combine.suppressor.announcekill_zombie_01"
speak "vo.combine.suppressor.announcekill_zombie_02"
speak "vo.combine.suppressor.announcekill_zombie_03"
speak "vo.combine.suppressor.announcekill_zombie_04"
speak "vo.combine.suppressor.announcekill_zombie_05"
speak "vo.combine.suppressor.announcekill_zombie_06"
speak "vo.combine.suppressor.announcekill_zombie_07"
speak "vo.combine.suppressor.announcekill_05"
speak "vo.combine.suppressor.announcekill_06"
speak "vo.combine.suppressor.announcekill_09"
speak "vo.combine.suppressor.announcekill_11"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.announcekill_zombie_06"
}
}
response
{
criteria EnemyIsHeadcrab
speak "vo.combine.suppressor.announcekill_headcrab_01"
speak "vo.combine.suppressor.announcekill_headcrab_02"
speak "vo.combine.suppressor.announcekill_headcrab_03"
speak "vo.combine.suppressor.announcekill_headcrab_04"
speak "vo.combine.suppressor.announcekill_headcrab_05"
speak "vo.combine.suppressor.announcekill_headcrab_06"
speak "vo.combine.suppressor.announcekill_headcrab_07"
speak "vo.combine.suppressor.announcekill_headcrab_08"
speak "vo.combine.suppressor.announcekill_headcrab_09"
speak "vo.combine.suppressor.announcekill_12"
speak "vo.combine.suppressor.announcekill_13"
speak "vo.combine.suppressor.announcekill_14"
speak "vo.combine.suppressor.announcekill_15"
}
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Suppressor_CoverMe
{
criteria IsCombineS IsClass_Suppressor ConceptCoverMe HasOtherSquadMembers
speak "vo.combine.suppressor.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_07" predelay 1 respeakdelay 15
}
//========================================================================================================
// ANNOUNCING DANGER - GRENADE
//====================================================================
response CS_Suppressor_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptDanger DangerIsGrenade
speak "vo.combine.suppressor.danger_grenade_01"
speak "vo.combine.suppressor.danger_grenade_02"
speak "vo.combine.suppressor.danger_grenade_03"
speak "vo.combine.suppressor.danger_grenade_04"
speak "vo.combine.suppressor.danger_grenade_05"
speak "vo.combine.suppressor.danger_grenade_06"
speak "vo.combine.suppressor.danger_grenade_07"
speak "vo.combine.suppressor.danger_grenade_08" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.danger_grenade_09"
speak "vo.combine.suppressor.danger_grenade_10"
}
//========================================================================================================
// DEATH
//==================================
response CS_Suppressor_Die
{
criteria IsCombineS IsClass_Suppressor ConceptDie
speak "vo.combine.suppressor.die_01" noscene
speak "vo.combine.suppressor.die_02" noscene
speak "vo.combine.suppressor.die_03" noscene
speak "vo.combine.suppressor.die_04" noscene
speak "vo.combine.suppressor.die_05" noscene
speak "vo.combine.suppressor.die_06" noscene
speak "vo.combine.suppressor.die_07" noscene
speak "vo.combine.suppressor.die_08" noscene
speak "vo.combine.suppressor.die_09" noscene
speak "vo.combine.suppressor.die_10" noscene
response
{
criteria enemyisplayerx
speak "vo.combine.suppressor.die_01" noscene
speak "vo.combine.suppressor.die_02" noscene
speak "vo.combine.suppressor.die_03" noscene
speak "vo.combine.suppressor.die_04" noscene
speak "vo.combine.suppressor.die_05" noscene
speak "vo.combine.suppressor.die_06" noscene
speak "vo.combine.suppressor.die_07" noscene
speak "vo.combine.suppressor.die_08" noscene
speak "vo.combine.suppressor.die_09" noscene
speak "vo.combine.suppressor.die_10" noscene
response
{
criteria AlyxIsKnown
speak "vo.combine.suppressor.die_by_player_18" noscene
speak "vo.combine.suppressor.die_by_player_19" noscene
speak "vo.combine.suppressor.die_by_player_20" noscene
speak "vo.combine.suppressor.die_by_player_21" noscene
speak "vo.combine.suppressor.die_by_player_22" noscene
speak "vo.combine.suppressor.die_by_player_23" noscene
speak "vo.combine.suppressor.die_01" noscene
speak "vo.combine.suppressor.die_02" noscene
speak "vo.combine.suppressor.die_03" noscene
speak "vo.combine.suppressor.die_04" noscene
speak "vo.combine.suppressor.die_05" noscene
speak "vo.combine.suppressor.die_06" noscene
speak "vo.combine.suppressor.die_07" noscene
speak "vo.combine.suppressor.die_08" noscene
speak "vo.combine.suppressor.die_09" noscene
speak "vo.combine.suppressor.die_10" noscene
}
}
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Suppressor_EstablishingLOF
{
criteria IsCombineS IsClass_Suppressor ConceptEstablishingLOF
speak "vo.combine.suppressor.establishinglof_01" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_02" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_03" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_04" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_05" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_06" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_07" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_08" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_09" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_10" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_11" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_12" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_13" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_14" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_15" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_17" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_18" respeakdelay 11
speak "vo.combine.suppressor.establishinglof_19" respeakdelay 11
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.establishinglof_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.establishinglof_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.establishinglof_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.establishinglof_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.establishinglof_05"
speak "vo.combine.suppressor.orderresponse_positive_06" thensimple 0 speak "vo.combine.suppressor.establishinglof_06"
}
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Suppressor_FlushingEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFlushingEnemy
speak "vo.combine.suppressor.flushing_01"
speak "vo.combine.suppressor.flushing_02"
speak "vo.combine.suppressor.flushing_03" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.flushing_04"
speak "vo.combine.suppressor.flushing_05"
speak "vo.combine.suppressor.flushing_06"
speak "vo.combine.suppressor.flushing_07"
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Suppressor_GetBack
{
criteria IsCombineS IsClass_Suppressor ConceptGetBack
speak "vo.combine.suppressor.getback_01"
speak "vo.combine.suppressor.getback_02"
speak "vo.combine.suppressor.getback_03"
speak "vo.combine.suppressor.getback_04"
speak "vo.combine.suppressor.getback_05"
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Suppressor_Injured
{
criteria IsCombineS IsClass_Suppressor ConceptInjured
speak "vo.combine.suppressor.injured_01"
speak "vo.combine.suppressor.injured_02"
speak "vo.combine.suppressor.injured_03"
speak "vo.combine.suppressor.injured_04"
speak "vo.combine.suppressor.injured_05"
speak "vo.combine.suppressor.injured_06"
speak "vo.combine.suppressor.injured_07"
}
//========================================================================================================
// LIMPING
//====================================================================
response CS_Suppressor_Limping
{
criteria IsCombineS IsClass_Suppressor ConceptLimping
speak "vo.combine.suppressor.panting_01"
}
//========================================================================================================
// LOST ENEMY 16+ sec
//====================================================================
response CS_Suppressor_LostShort
{
criteria IsCombineS IsClass_Suppressor ConceptLostEnemy LostEnemyShortTime
speak "vo.combine.suppressor.lostenemy_01"
speak "vo.combine.suppressor.lostenemy_02"
speak "vo.combine.suppressor.lostenemy_03"
speak "vo.combine.suppressor.lostenemy_04"
speak "vo.combine.suppressor.lostenemy_05"
speak "vo.combine.suppressor.lostenemy_06"
speak "vo.combine.suppressor.lostenemy_07"
speak "vo.combine.suppressor.lostenemy_08"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.lostenemy_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.lostenemy_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.lostenemy_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.lostenemy_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.lostenemy_05"
}
}
//========================================================================================================
// LOST VISUAL 3+ sec
//====================================================================
response CS_Suppressor_LostVisual
{
criteria IsCombineS IsClass_Suppressor ConceptLostVisual
speak "vo.combine.suppressor.lostvisual_01" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_02" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_03" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_04" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_06" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_07" respeakdelay 3 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_08" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_09" respeakdelay 3
speak "vo.combine.suppressor.lostvisual_10" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_01" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_02" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_03" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_04" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_05" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_06" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_07" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_09" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_10" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_11" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_12" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_13" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_14" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_15" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_16" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_17" respeakdelay 3
speak "vo.combine.suppressor.reconnoiter_search_18" respeakdelay 3
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.lostvisual_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.lostvisual_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.lostvisual_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.lostvisual_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.lostvisual_05"
}
response
{
criteria enemyisplayerx
speak "vo.combine.suppressor.lostvisual_01" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_02" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_03" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_04" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_06" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_07" respeakdelay 11 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.lostvisual_08" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_09" respeakdelay 11
speak "vo.combine.suppressor.lostvisual_10" respeakdelay 11
response
{
criteria AlyxIsKnown
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_05"
}
response
{
criteria IsOrderResponse AlyxIsKnown
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.lostvisual_player_05"
}
}
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Suppressor_NearPanic
{
criteria IsCombineS IsClass_Suppressor ConceptNearPanic
speak "vo.combine.suppressor.nearpanic_01"
speak "vo.combine.suppressor.nearpanic_02"
speak "vo.combine.suppressor.nearpanic_03"
speak "vo.combine.suppressor.nearpanic_04"
speak "vo.combine.suppressor.nearpanic_05"
speak "vo.combine.suppressor.nearpanic_06"
speak "vo.combine.suppressor.nearpanic_07"
speak "vo.combine.suppressor.nearpanic_08"
speak "vo.combine.suppressor.nearpanic_09"
speak "vo.combine.suppressor.nearpanic_10"
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Suppressor_Overwatch
{
criteria IsCombineS IsClass_Suppressor ConceptOverwatch
speak "vo.combine.suppressor.overwatch_01" respeakdelay 5
speak "vo.combine.suppressor.overwatch_02" respeakdelay 5
speak "vo.combine.suppressor.overwatch_03" respeakdelay 5
speak "vo.combine.suppressor.overwatch_04" respeakdelay 5
speak "vo.combine.suppressor.overwatch_05" respeakdelay 5
speak "vo.combine.suppressor.overwatch_06" respeakdelay 5
speak "vo.combine.suppressor.overwatch_07" respeakdelay 5
speak "vo.combine.suppressor.overwatch_08" respeakdelay 5
speak "vo.combine.suppressor.overwatch_09" respeakdelay 5
speak "vo.combine.suppressor.overwatch_10" respeakdelay 5
speak "vo.combine.suppressor.overwatch_11" respeakdelay 5
speak "vo.combine.suppressor.overwatch_12" respeakdelay 5
speak "vo.combine.suppressor.overwatch_13" respeakdelay 5
speak "vo.combine.suppressor.overwatch_14" respeakdelay 5
speak "vo.combine.suppressor.overwatch_15" respeakdelay 5
speak "vo.combine.suppressor.overwatch_16" respeakdelay 5
speak "vo.combine.suppressor.overwatch_17" respeakdelay 5
speak "vo.combine.suppressor.overwatch_18" respeakdelay 5
speak "vo.combine.suppressor.overwatch_19" respeakdelay 5
speak "vo.combine.suppressor.overwatch_20" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_01" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_02" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_03" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_04" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_05" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_06" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_07" respeakdelay 5
speak "vo.combine.suppressor.lostenemy_08" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_01" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_02" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_03" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_04" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_06" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_07" respeakdelay 5 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.lostvisual_08" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_09" respeakdelay 5
speak "vo.combine.suppressor.lostvisual_10" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_01" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_03" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_04" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_05" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_06" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_08" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_09" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_10" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_11" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_12" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_13" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_14" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_15" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_16" respeakdelay 5
speak "vo.combine.suppressor.reconnoiter_start_17" respeakdelay 5
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.overwatch_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.overwatch_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.overwatch_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.overwatch_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.overwatch_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.overwatch_06"
}
}
//========================================================================================================
// PAIN
//============================
response CS_Suppressor_Pain
{
criteria IsCombineS IsClass_Suppressor ConceptPain
speak "vo.combine.suppressor.pain_02"
speak "vo.combine.suppressor.pain_03"
speak "vo.combine.suppressor.pain_04"
speak "vo.combine.suppressor.pain_05"
speak "vo.combine.suppressor.pain_06"
speak "vo.combine.suppressor.pain_07"
speak "vo.combine.suppressor.pain_08"
speak "vo.combine.suppressor.pain_10"
speak "vo.combine.suppressor.pain_02" thensimple 1 speak "vo.combine.suppressor.underattack_01" respeakdelay 13
speak "vo.combine.suppressor.pain_03" thensimple 1 speak "vo.combine.suppressor.underattack_02" respeakdelay 13
speak "vo.combine.suppressor.pain_04" thensimple 1 speak "vo.combine.suppressor.underattack_04" respeakdelay 13
speak "vo.combine.suppressor.pain_05" thensimple 1 speak "vo.combine.suppressor.underattack_05" respeakdelay 13
speak "vo.combine.suppressor.pain_06" thensimple 1 speak "vo.combine.suppressor.underattack_06" respeakdelay 13
speak "vo.combine.suppressor.pain_07" thensimple 1 speak "vo.combine.suppressor.underattack_07" respeakdelay 13
speak "vo.combine.suppressor.pain_08" thensimple 1 speak "vo.combine.suppressor.underattack_08" respeakdelay 13
speak "vo.combine.suppressor.pain_10" thensimple 1 speak "vo.combine.suppressor.underattack_09" respeakdelay 13
speak "vo.combine.suppressor.pain_02" thensimple 1 speak "vo.combine.suppressor.underattack_10" respeakdelay 13
speak "vo.combine.suppressor.pain_03" thensimple 1 speak "vo.combine.suppressor.underattack_11" respeakdelay 13
speak "vo.combine.suppressor.pain_04" thensimple 1 speak "vo.combine.suppressor.underattack_12" respeakdelay 13
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Suppressor_PlayerIsHurt
{
criteria IsCombineS IsClass_Suppressor ConceptPlayerIsHurt
speak "vo.combine.suppressor.playerishurt_01"
speak "vo.combine.suppressor.playerishurt_02"
speak "vo.combine.suppressor.playerishurt_03"
speak "vo.combine.suppressor.playerishurt_04"
speak "vo.combine.suppressor.playerishurt_05"
speak "vo.combine.suppressor.playerishurt_06"
speak "vo.combine.suppressor.playerishurt_07"
speak "vo.combine.suppressor.playerishurt_08"
speak "vo.combine.suppressor.playerishurt_09"
speak "vo.combine.suppressor.playerishurt_10"
speak "vo.combine.suppressor.playerishurt_11"
speak "vo.combine.suppressor.playerishurt_12"
speak "vo.combine.suppressor.playerishurt_13"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.playerishurt_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.playerishurt_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.playerishurt_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.playerishurt_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.playerishurt_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.playerishurt_06"
}
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Suppressor_ReconnoiterFinish
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterFinish
speak "vo.combine.suppressor.reconnoiter_finish_01"
speak "vo.combine.suppressor.reconnoiter_finish_02"
speak "vo.combine.suppressor.reconnoiter_finish_03"
speak "vo.combine.suppressor.reconnoiter_finish_04"
speak "vo.combine.suppressor.reconnoiter_finish_05"
speak "vo.combine.suppressor.reconnoiter_finish_06"
speak "vo.combine.suppressor.reconnoiter_finish_07"
speak "vo.combine.suppressor.reconnoiter_finish_08"
speak "vo.combine.suppressor.reconnoiter_finish_09"
speak "vo.combine.suppressor.reconnoiter_finish_10"
speak "vo.combine.suppressor.reconnoiter_finish_11"
speak "vo.combine.suppressor.reconnoiter_finish_12"
speak "vo.combine.suppressor.reconnoiter_finish_13"
speak "vo.combine.suppressor.reconnoiter_finish_14"
speak "vo.combine.suppressor.reconnoiter_finish_15"
speak "vo.combine.suppressor.reconnoiter_finish_16"
speak "vo.combine.suppressor.reconnoiter_finish_18"
speak "vo.combine.suppressor.reconnoiter_finish_19"
speak "vo.combine.suppressor.reconnoiter_finish_20"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_finish_06"
}
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Suppressor_ReconnoiterSearch
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterSearch
speak "vo.combine.suppressor.reconnoiter_search_01"
speak "vo.combine.suppressor.reconnoiter_search_02"
speak "vo.combine.suppressor.reconnoiter_search_03"
speak "vo.combine.suppressor.reconnoiter_search_04"
speak "vo.combine.suppressor.reconnoiter_search_05"
speak "vo.combine.suppressor.reconnoiter_search_06"
speak "vo.combine.suppressor.reconnoiter_search_07"
speak "vo.combine.suppressor.reconnoiter_search_09"
speak "vo.combine.suppressor.reconnoiter_search_10"
speak "vo.combine.suppressor.reconnoiter_search_11"
speak "vo.combine.suppressor.reconnoiter_search_12"
speak "vo.combine.suppressor.reconnoiter_search_13"
speak "vo.combine.suppressor.reconnoiter_search_14"
speak "vo.combine.suppressor.reconnoiter_search_15"
speak "vo.combine.suppressor.reconnoiter_search_16"
speak "vo.combine.suppressor.reconnoiter_search_17"
speak "vo.combine.suppressor.reconnoiter_search_18"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_search_06"
}
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Suppressor_Reconnoiter
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterStart
speak "vo.combine.suppressor.reconnoiter_start_01"
speak "vo.combine.suppressor.reconnoiter_start_03"
speak "vo.combine.suppressor.reconnoiter_start_04"
speak "vo.combine.suppressor.reconnoiter_start_05"
speak "vo.combine.suppressor.reconnoiter_start_06"
speak "vo.combine.suppressor.reconnoiter_start_08"
speak "vo.combine.suppressor.reconnoiter_start_09"
speak "vo.combine.suppressor.reconnoiter_start_10"
speak "vo.combine.suppressor.reconnoiter_start_11"
speak "vo.combine.suppressor.reconnoiter_start_12"
speak "vo.combine.suppressor.reconnoiter_start_13"
speak "vo.combine.suppressor.reconnoiter_start_14"
speak "vo.combine.suppressor.reconnoiter_start_15"
speak "vo.combine.suppressor.reconnoiter_start_16"
speak "vo.combine.suppressor.reconnoiter_start_17"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reconnoiter_start_06"
}
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Suppressor_FindEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFindEnemy
speak "vo.combine.suppressor.refindenemy_01" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_02" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.refindenemy_06"
speak "vo.combine.suppressor.refindenemy_07"
speak "vo.combine.suppressor.refindenemy_08"
speak "vo.combine.suppressor.refindenemy_09"
speak "vo.combine.suppressor.refindenemy_10"
speak "vo.combine.suppressor.refindenemy_11" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_12"
speak "vo.combine.suppressor.refindenemy_13"
speak "vo.combine.suppressor.refindenemy_14"
speak "vo.combine.suppressor.refindenemy_15"
speak "vo.combine.suppressor.refindenemy_16"
speak "vo.combine.suppressor.refindenemy_17"
speak "vo.combine.suppressor.refindenemy_18"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.refindenemy_01" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.refindenemy_02" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.refindenemy_06"
}
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Suppressor_Reload
{
criteria IsCombineS IsClass_Suppressor ConceptReload
speak "vo.combine.suppressor.reload_01"
speak "vo.combine.suppressor.reload_02"
speak "vo.combine.suppressor.reload_05"
speak "vo.combine.suppressor.reload_06"
speak "vo.combine.suppressor.reload_07"
speak "vo.combine.suppressor.reload_08"
speak "vo.combine.suppressor.reload_09"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.reload_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.reload_02"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.reload_07"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reload_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.reload_06"
}
}
//====================================================================
// SQUAD MEMBER LOST
//====================================================================
response CS_Suppressor_SquadMemberLost
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost
response
{
criteria LostSquadSuppressor
speak "vo.combine.suppressor.squadmemberlost_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_03" predelay 1
speak "vo.combine.suppressor.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_04"
speak "vo.combine.suppressor.squadmemberlost_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_10" predelay 1
speak "vo.combine.suppressor.calloutentity_echoone_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_11"
}
response
{
criteria LostSquadsuppressor
speak "vo.combine.suppressor.squadmemberlost_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_03" predelay 1
speak "vo.combine.suppressor.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_04"
speak "vo.combine.suppressor.squadmemberlost_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_10" predelay 1
speak "vo.combine.suppressor.calloutentity_wallhammer_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_11"
}
response
{
criteria LostSquadSuppressor
speak "vo.combine.suppressor.squadmemberlost_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_03" predelay 1
speak "vo.combine.suppressor.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_04"
speak "vo.combine.suppressor.squadmemberlost_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_10" predelay 1
speak "vo.combine.suppressor.calloutentity_apf_01" predelay 1 thensimple 1 speak "vo.combine.suppressor.squadmemberlost_11"
}
response
{
criteria LostSquadLeader
speak "vo.combine.suppressor.squadmemberlost_leader_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_07" predelay 1
}
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Suppressor_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost IsLastSquadMemberLeft
speak "vo.combine.suppressor.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_09" predelay 1
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Suppressor_Suppressing
{
criteria IsCombineS IsClass_Suppressor ConceptSuppressing
speak "vo.combine.suppressor.suppressing_01"
speak "vo.combine.suppressor.suppressing_02"
speak "vo.combine.suppressor.suppressing_03"
speak "vo.combine.suppressor.suppressing_04"
speak "vo.combine.suppressor.suppressing_05"
speak "vo.combine.suppressor.suppressing_06"
speak "vo.combine.suppressor.suppressing_07"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.suppressing_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.suppressing_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.suppressing_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.suppressing_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.suppressing_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.suppressing_06"
}
}
//========================================================================================================
// I'M TAKING FIRE
//====================================================================
response CS_Suppressor_TakingFire
{
criteria IsCombineS IsClass_Suppressor ConceptTakingFire
speak "vo.combine.suppressor.takingfire_01" respeakdelay 15
speak "vo.combine.suppressor.takingfire_02" respeakdelay 15
speak "vo.combine.suppressor.takingfire_03" respeakdelay 15
speak "vo.combine.suppressor.takingfire_04" respeakdelay 15
speak "vo.combine.suppressor.takingfire_05" respeakdelay 15
speak "vo.combine.suppressor.takingfire_06" respeakdelay 15
speak "vo.combine.suppressor.takingfire_07" respeakdelay 15
speak "vo.combine.suppressor.takingfire_08" respeakdelay 15
speak "vo.combine.suppressor.takingfire_09" respeakdelay 15
speak "vo.combine.suppressor.takingfire_10" respeakdelay 15
speak "vo.combine.suppressor.takingfire_11" respeakdelay 15
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.takingfire_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.takingfire_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.takingfire_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.takingfire_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.takingfire_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.takingfire_06"
}
}
//========================================================================================================
// SQUAD IS UNDER ATTACK
//====================================================================
response CS_Suppressor_UnderAttack
{
criteria IsCombineS IsClass_Suppressor ConceptUnderAttack
speak "vo.combine.suppressor.underattack_01"
speak "vo.combine.suppressor.underattack_02"
speak "vo.combine.suppressor.underattack_03" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.underattack_04"
speak "vo.combine.suppressor.underattack_05"
speak "vo.combine.suppressor.underattack_06"
speak "vo.combine.suppressor.underattack_07"
speak "vo.combine.suppressor.underattack_08"
speak "vo.combine.suppressor.underattack_09"
speak "vo.combine.suppressor.underattack_10"
speak "vo.combine.suppressor.underattack_11"
speak "vo.combine.suppressor.underattack_12"
}
//========================================================================================================
// ORDER RESPONSES
//====================================================================
response CS_Suppressor_UnableToComply
{
criteria IsCombineS IsClass_Suppressor ConceptOrderResponse
response
{
criteria ResponseIsNegative
speak "vo.combine.suppressor.unabletocommence_01"
speak "vo.combine.suppressor.unabletocommence_02"
speak "vo.combine.suppressor.unabletocommence_03"
speak "vo.combine.suppressor.unabletocommence_04"
speak "vo.combine.suppressor.unabletocommence_05"
speak "vo.combine.suppressor.unabletocommence_06"
speak "vo.combine.suppressor.unabletocommence_07"
}
response
{
criteria ResponseIsPositive
speak "vo.combine.suppressor.orderresponse_positive_01"
speak "vo.combine.suppressor.orderresponse_positive_02"
speak "vo.combine.suppressor.orderresponse_positive_03"
speak "vo.combine.suppressor.orderresponse_positive_04"
speak "vo.combine.suppressor.orderresponse_positive_05"
speak "vo.combine.suppressor.orderresponse_positive_06"
}
}
//========================================================================================================
// TAUNT
//====================================================================
response CS_Suppressor_Taunt
{
criteria IsCombineS IsClass_Suppressor ConceptTaunt
speak "vo.combine.suppressor.taunt_010"
speak "vo.combine.suppressor.taunt_011"
speak "vo.combine.suppressor.taunt_012"
speak "vo.combine.suppressor.taunt_020"
speak "vo.combine.suppressor.taunt_021"
speak "vo.combine.suppressor.taunt_022"
speak "vo.combine.suppressor.taunt_030"
speak "vo.combine.suppressor.taunt_031"
speak "vo.combine.suppressor.taunt_032"
speak "vo.combine.suppressor.taunt_040"
speak "vo.combine.suppressor.taunt_041"
speak "vo.combine.suppressor.taunt_042"
speak "vo.combine.suppressor.taunt_050"
speak "vo.combine.suppressor.taunt_051"
speak "vo.combine.suppressor.taunt_052"
speak "vo.combine.suppressor.taunt_060"
speak "vo.combine.suppressor.taunt_061"
speak "vo.combine.suppressor.taunt_062"
speak "vo.combine.suppressor.taunt_070"
speak "vo.combine.suppressor.taunt_071"
speak "vo.combine.suppressor.taunt_072"
speak "vo.combine.suppressor.taunt_080"
speak "vo.combine.suppressor.taunt_081"
speak "vo.combine.suppressor.taunt_082"
speak "vo.combine.suppressor.taunt_090"
speak "vo.combine.suppressor.taunt_091"
speak "vo.combine.suppressor.taunt_092"
speak "vo.combine.suppressor.taunt_100"
speak "vo.combine.suppressor.taunt_101"
speak "vo.combine.suppressor.taunt_102"
speak "vo.combine.suppressor.taunt_110"
speak "vo.combine.suppressor.taunt_111"
speak "vo.combine.suppressor.taunt_112"
speak "vo.combine.suppressor.taunt_120"
speak "vo.combine.suppressor.taunt_121"
speak "vo.combine.suppressor.taunt_122"
speak "vo.combine.suppressor.taunt_130"
speak "vo.combine.suppressor.taunt_131"
speak "vo.combine.suppressor.taunt_132"
speak "vo.combine.suppressor.taunt_140"
speak "vo.combine.suppressor.taunt_141"
speak "vo.combine.suppressor.taunt_142"
speak "vo.combine.suppressor.taunt_150"
speak "vo.combine.suppressor.taunt_151"
speak "vo.combine.suppressor.taunt_152"
speak "vo.combine.suppressor.taunt_160"
speak "vo.combine.suppressor.taunt_161"
speak "vo.combine.suppressor.taunt_162"
speak "vo.combine.suppressor.taunt_170"
speak "vo.combine.suppressor.taunt_171"
speak "vo.combine.suppressor.taunt_172"
speak "vo.combine.suppressor.taunt_180"
speak "vo.combine.suppressor.taunt_181"
speak "vo.combine.suppressor.taunt_182"
speak "vo.combine.suppressor.taunt_190"
speak "vo.combine.suppressor.taunt_191"
speak "vo.combine.suppressor.taunt_192"
speak "vo.combine.suppressor.taunt_200"
speak "vo.combine.suppressor.taunt_201"
speak "vo.combine.suppressor.taunt_202"
}
//========================================================================================================
// HEAR SUSPICIOUS
//====================================================================
response CS_Suppressor_HearSuspicous
{
criteria IsCombineS IsClass_Suppressor ConceptHearSuspicious
speak "vo.combine.suppressor.hear_suspicious_01" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.hear_suspicious_02"
speak "vo.combine.suppressor.hear_suspicious_03"
speak "vo.combine.suppressor.hear_suspicious_04"
speak "vo.combine.suppressor.hear_suspicious_05"
speak "vo.combine.suppressor.hear_suspicious_06"
}
//========================================================================================================
// ATTACKING PLAYER'S COVER
//====================================================================
response CS_Suppressor_AttackingCover
{
criteria IsCombineS IsClass_Suppressor ConceptAttackingCover
speak "vo.combine.suppressor.announceattack_cover_01"
speak "vo.combine.suppressor.announceattack_cover_02" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.announceattack_cover_03"
speak "vo.combine.suppressor.announceattack_cover_04"
speak "vo.combine.suppressor.announceattack_cover_05"
speak "vo.combine.suppressor.announceattack_cover_06"
speak "vo.combine.suppressor.announceattack_cover_07"
speak "vo.combine.suppressor.announceattack_cover_08"
speak "vo.combine.suppressor.announceattack_cover_09"
speak "vo.combine.suppressor.announceattack_cover_10"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_02" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers" thensimple 0 speak "vo.combine.suppressor.calloutcode_dash_01" thensimple 0 speak "vo.combine.suppressor_numbers"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.announceattack_cover_06"
}
}
//========================================================================================================
// RETREATING
//====================================================================
response CS_Suppressor_Retreating
{
criteria IsCombineS IsClass_Suppressor ConceptDanger
speak "vo.combine.suppressor.retreat_01"
speak "vo.combine.suppressor.retreat_02"
speak "vo.combine.suppressor.retreat_03"
speak "vo.combine.suppressor.retreat_04"
speak "vo.combine.suppressor.retreat_05"
speak "vo.combine.suppressor.retreat_06"
speak "vo.combine.suppressor.retreat_07"
speak "vo.combine.suppressor.retreat_08"
speak "vo.combine.suppressor.retreat_09"
speak "vo.combine.suppressor.retreat_10"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.retreat_10"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.retreat_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.retreat_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.retreat_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.retreat_05"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.retreat_06"
}
}
//========================================================================================================
// RETREATING DUE TO RELOAD
//====================================================================
response CS_Suppressor_RetreatToReload
{
criteria IsCombineS IsClass_Suppressor ConceptRetreatToReload
speak "vo.combine.suppressor.retreat_03" thensimple 2 speak "vo.combine.suppressor.reload_02"
speak "vo.combine.suppressor.retreat_04" thensimple 2 speak "vo.combine.suppressor.reload_01"
speak "vo.combine.suppressor.retreat_05" thensimple 2 speak "vo.combine.suppressor.reload_09"
speak "vo.combine.suppressor.retreat_07" thensimple 2 speak "vo.combine.suppressor.reload_08"
speak "vo.combine.suppressor.retreat_08" thensimple 2 speak "vo.combine.suppressor.reload_07"
speak "vo.combine.suppressor.coverme_02" thensimple 2 speak "vo.combine.suppressor.reload_06"
speak "vo.combine.suppressor.coverme_03" thensimple 2 speak "vo.combine.suppressor.reload_05"
speak "vo.combine.suppressor.coverme_07" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers" thensimple 2 speak "vo.combine.suppressor.reload_09"
speak "vo.combine.suppressor.underattack_02"thensimple 2 speak "vo.combine.suppressor.reload_02"
speak "vo.combine.suppressor.underattack_03" thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers" thensimple 2 speak "vo.combine.suppressor.reload_09"
speak "vo.combine.suppressor.underattack_04" thensimple 2 speak "vo.combine.suppressor.reload_01"
speak "vo.combine.suppressor.underattack_05" thensimple 2 speak "vo.combine.suppressor.reload_09"
speak "vo.combine.suppressor.underattack_06" thensimple 2 speak "vo.combine.suppressor.reload_08"
speak "vo.combine.suppressor.underattack_07" thensimple 2 speak "vo.combine.suppressor.reload_07"
speak "vo.combine.suppressor.underattack_08" thensimple 2 speak "vo.combine.suppressor.reload_06"
speak "vo.combine.suppressor.underattack_09" thensimple 2 speak "vo.combine.suppressor.reload_05"
speak "vo.combine.suppressor.underattack_11" thensimple 2 speak "vo.combine.suppressor.reload_02"
speak "vo.combine.suppressor.underattack_12" thensimple 2 speak "vo.combine.suppressor.reload_01"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.retreat_04"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.retreat_05"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.coverme_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.retreat_07"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.retreat_08"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.retreat_10"
}
}
//========================================================================================================
// SEES PLAYER IS RELOADING
//====================================================================
response CS_Suppressor_SeesPlayerReloading
{
criteria IsCombineS IsClass_Suppressor PlayerIsReloading
speak "vo.combine.suppressor.sees_reloading_01"
speak "vo.combine.suppressor.sees_reloading_02"
speak "vo.combine.suppressor.sees_reloading_03"
speak "vo.combine.suppressor.sees_reloading_04"
speak "vo.combine.suppressor.sees_reloading_05"
response
{
criteria IsOrderResponse
speak "vo.combine.suppressor.orderresponse_positive_01" thensimple 0 speak "vo.combine.suppressor.sees_reloading_01"
speak "vo.combine.suppressor.orderresponse_positive_02" thensimple 0 speak "vo.combine.suppressor.sees_reloading_02"
speak "vo.combine.suppressor.orderresponse_positive_03" thensimple 0 speak "vo.combine.suppressor.sees_reloading_03"
speak "vo.combine.suppressor.orderresponse_positive_04" thensimple 0 speak "vo.combine.suppressor.sees_reloading_04"
speak "vo.combine.suppressor.orderresponse_positive_05" thensimple 0 speak "vo.combine.suppressor.sees_reloading_05"
}
}
//========================================================================================================
// IDLE
//===========================
response CS_Suppressor_Idle
{
criteria IsCombineS IsClass_Suppressor ConceptIdle
speak "vo.combine.suppressor.idle_01" respeakdelay 11
speak "vo.combine.suppressor.idle_02" respeakdelay 11
speak "vo.combine.suppressor.idle_03" respeakdelay 11
speak "vo.combine.suppressor.idle_04" respeakdelay 11
speak "vo.combine.suppressor.idle_05" respeakdelay 11
speak "vo.combine.suppressor.idle_06" respeakdelay 11
speak "vo.combine.suppressor.idle_07" respeakdelay 11
speak "vo.combine.suppressor.idle_08" respeakdelay 11
speak "vo.combine.suppressor.idle_09" respeakdelay 11
speak "vo.combine.suppressor.idle_10" respeakdelay 11
speak "vo.combine.suppressor.idle_11" respeakdelay 11
speak "vo.combine.suppressor.idle_12" respeakdelay 11
speak "vo.combine.suppressor.idle_13" respeakdelay 11
speak "vo.combine.suppressor.idle_14" respeakdelay 11
speak "vo.combine.suppressor.idle_15" respeakdelay 11
speak "vo.combine.suppressor.idle_16" respeakdelay 11
speak "vo.combine.suppressor.idle_17" respeakdelay 11
speak "vo.combine.suppressor.idle_18" respeakdelay 11
speak "vo.combine.suppressor.idle_19" respeakdelay 11
speak "vo.combine.suppressor.idle_20" respeakdelay 11
}
response CS_Suppressor_IdleCombat
{
criteria IsCombineS IsClass_Suppressor ConceptIdleCombat
speak "vo.combine.suppressor.combat_idle_010" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_011" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_012" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_020" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_021" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_022" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_030" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_031" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_032" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_040" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_041" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_042" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_050" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_051" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_052" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_060" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_061" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_062" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_070" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_071" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_072" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_080" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_081" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_082" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_090" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_091" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_092" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_100" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_101" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_102" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_110" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_111" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_112" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_120" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_121" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_122" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_130" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_131" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_132" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_140" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_141" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_142" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_150" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_151" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_152" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_160" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_161" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_162" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_170" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_171" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_172" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_180" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_181" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_182" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_190" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_191" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_192" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_200" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_201" respeakdelay 8
speak "vo.combine.suppressor.combat_idle_202" respeakdelay 8
}
//======================================================================================
// FIRING LOCATION CALLOUTS
//======================================================================================
response CS_suppressor_NoSpeech
{
}
response CS_Suppressor_Firing
{
criteria IsCombineS IsClass_Suppressor ConceptFiring
speak "vo.combine.suppressor.firing_02" respeakdelay 12
speak "vo.combine.suppressor.firing_03" respeakdelay 12
speak "vo.combine.suppressor.firing_04" respeakdelay 12
speak "vo.combine.suppressor.firing_05" respeakdelay 12
speak "vo.combine.suppressor.firing_06" respeakdelay 12
speak "vo.combine.suppressor.firing_07" respeakdelay 12
speak "vo.combine.suppressor.firing_08" respeakdelay 12
speak "vo.combine.suppressor.firing_09" respeakdelay 12
speak "vo.combine.suppressor.firing_10" respeakdelay 12 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.firing_110" respeakdelay 12
speak "vo.combine.suppressor.firing_111" respeakdelay 12
speak "vo.combine.suppressor.firing_112" respeakdelay 12
speak "vo.combine.suppressor.firing_120" respeakdelay 12
speak "vo.combine.suppressor.firing_121" respeakdelay 12
speak "vo.combine.suppressor.firing_122" respeakdelay 12
speak "vo.combine.suppressor.firing_130" respeakdelay 12
speak "vo.combine.suppressor.firing_131" respeakdelay 12
speak "vo.combine.suppressor.firing_132" respeakdelay 12
speak "vo.combine.suppressor.firing_140" respeakdelay 12
speak "vo.combine.suppressor.firing_141" respeakdelay 12
speak "vo.combine.suppressor.firing_142" respeakdelay 12
speak "vo.combine.suppressor.firing_150" respeakdelay 12
speak "vo.combine.suppressor.firing_151" respeakdelay 12
speak "vo.combine.suppressor.firing_152" respeakdelay 12
speak "vo.combine.suppressor.firing_160" respeakdelay 12
speak "vo.combine.suppressor.firing_161" respeakdelay 12
speak "vo.combine.suppressor.firing_162" respeakdelay 12
speak "vo.combine.suppressor.firing_170" respeakdelay 12
speak "vo.combine.suppressor.firing_171" respeakdelay 12
speak "vo.combine.suppressor.firing_172" respeakdelay 12
speak "vo.combine.suppressor.firing_180" respeakdelay 12
speak "vo.combine.suppressor.firing_181" respeakdelay 12
speak "vo.combine.suppressor.firing_182" respeakdelay 12
speak "vo.combine.suppressor.firing_190" respeakdelay 12
speak "vo.combine.suppressor.firing_191" respeakdelay 12
speak "vo.combine.suppressor.firing_192" respeakdelay 12
speak "vo.combine.suppressor.firing_200" respeakdelay 12
speak "vo.combine.suppressor.firing_201" respeakdelay 12
speak "vo.combine.suppressor.firing_202" respeakdelay 12
speak "vo.combine.suppressor.firing_230" respeakdelay 12
speak "vo.combine.suppressor.firing_231" respeakdelay 12
speak "vo.combine.suppressor.firing_232" respeakdelay 12
speak "vo.combine.suppressor.announceattack_01" respeakdelay 12
speak "vo.combine.suppressor.announceattack_02" respeakdelay 12
speak "vo.combine.suppressor.announceattack_03" respeakdelay 12
speak "vo.combine.suppressor.announceattack_04" respeakdelay 12
speak "vo.combine.suppressor.announceattack_05" respeakdelay 12
speak "vo.combine.suppressor.announceattack_06" respeakdelay 12
speak "vo.combine.suppressor.announceattack_07" respeakdelay 12
speak "vo.combine.suppressor.announceattack_08" respeakdelay 12
speak "vo.combine.suppressor.announceattack_09" respeakdelay 12
speak "vo.combine.suppressor.announceattack_11" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_01" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_02" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_03" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_04" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_05" respeakdelay 12
speak "vo.combine.suppressor.orderresponse_positive_06" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_01" respeakdelay 12 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_02" respeakdelay 12 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_03" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_04" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_05" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_06" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_07" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_08" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_09" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_10" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_11" respeakdelay 12 thensimple 0 speak "vo.combine.suppressor.calloutcode_numbers"
speak "vo.combine.suppressor.refindenemy_12" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_13" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_14" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_15" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_16" respeakdelay 12
speak "vo.combine.suppressor.refindenemy_17" respeakdelay 12
response
{
criteria PlayerAtBarrels
speak "vo.combine.suppressor.calloutlocation_barrells_01" respeakdelay 17
}
response
{
criteria PlayerAtBricks
speak "vo.combine.suppressor.calloutlocation_bricks_01" respeakdelay 17
}
response
{
criteria PlayerAtBuilding
speak "vo.combine.suppressor.calloutlocation_building_01" respeakdelay 17
}
response
{
criteria PlayerAtBridge
speak "vo.combine.suppressor.calloutlocation_bridge_01" respeakdelay 17
}
response
{
criteria PlayerAtCar
speak "vo.combine.suppressor.calloutlocation_car_01" respeakdelay 17
}
response
{
criteria PlayerAtCrane
speak "vo.combine.suppressor.calloutlocation_crane_01" respeakdelay 17
}
response
{
criteria PlayerAtDoor
speak "vo.combine.suppressor.calloutlocation_door_01" respeakdelay 17
}
response
{
criteria PlayerAtPipes
speak "vo.combine.suppressor.calloutlocation_pipes_01" respeakdelay 17
}
response
{
criteria PlayerAtShack
speak "vo.combine.suppressor.calloutlocation_shack_01" respeakdelay 17
}
response
{
criteria PlayerAtTunnel
speak "vo.combine.suppressor.calloutlocation_tunnel_01" respeakdelay 17
}
response
{
criteria PlayerAtHut
speak "vo.combine.suppressor.calloutlocation_hut_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.suppressor.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTrainCar
speak "vo.combine.suppressor.calloutlocation_traincar_01" respeakdelay 17
}
response
{
criteria PlayerAtTruck
speak "vo.combine.suppressor.calloutlocation_truck_01" respeakdelay 17
}
response
{
criteria PlayerAtWoodPile
speak "vo.combine.suppressor.calloutlocation_woodpile_01" respeakdelay 17
}
response
{
criteria PlayerAtVan
speak "vo.combine.suppressor.calloutlocation_van_01" respeakdelay 17
}
response
{
criteria PlayerAtElevator
speak "vo.combine.suppressor.calloutlocation_elevator_01" respeakdelay 17
}
response
{
criteria PlayerAtApartment
speak "vo.combine.suppressor.calloutlocation_apartment_01" respeakdelay 17
}
response
{
criteria PlayerAtBelow
speak "vo.combine.suppressor.calloutlocation_below_01" respeakdelay 17
}
response
{
criteria PlayerAtAbove
speak "vo.combine.suppressor.calloutlocation_above_01" respeakdelay 17
}
response
{
criteria PlayerAtBehind
speak "vo.combine.suppressor.calloutlocation_behind_01" respeakdelay 17
}
response
{
criteria PlayerAtToilet
speak "vo.combine.suppressor.calloutlocation_toilet_01" respeakdelay 17
}
response
{
criteria PlayerAtWheels
speak "vo.combine.suppressor.calloutlocation_wheels_01" respeakdelay 17
}
response
{
criteria PlayerAtFront
speak "vo.combine.suppressor.calloutlocation_front_01" respeakdelay 17
}
response
{
criteria PlayerAtTrash
speak "vo.combine.suppressor.calloutlocation_trash_01" respeakdelay 17
}
}
npc_combine_choreo.txt
response Choreo_PPC17_SearchingForAlyx
{
criteria IsCombineS IsClass_Officer Choreo_PPC17_SearchingForAlyx
sequential
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_01" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_01" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.announceattack_alyx_04" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_04" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_01" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.reconnoiter_search_01" thensimple 0.5 speak "vo.combine.officer.reconnoiter_search_02" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.reconnoiter_start_12" thensimple 0.5 speak "vo.combine.officer.reconnoiter_start_11" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_GruntAtElectricalBox
{
criteria IsCombineS IsClass_Grunt Choreo_PPC17_GruntAtElectricalBox
// negative. uhhhh... no can do. sector is tracking at 43% stable. Aaaand still holding for transmission. over. Affirmative. Can do. Transmission clear...Negative on condition quicksand. Uhh... wait... No. Radials clear. Over."
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.unabletocommence_01" thensimple 0.5 speak "vo.combine.grunt.unabletocommence_02" thensimple 2.0 speak "vo.combine.grunt.idle_08" thensimple 0.5 speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0.5 speak "vo.combine.grunt.orderresponse_positive_04" thensimple 2.0 speak "vo.combine.grunt.idle_06" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_GruntAtBridge
{
criteria IsCombineS IsClass_Grunt Choreo_PPC17_GruntAtBridge
// "affirmative. contact at sector niner four. open echo on alyx."
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.orderresponse_positive_06" thensimple 0.4 speak "vo.combine.grunt.refindenemy_11" thensimple 0.3 speak "vo.combine.grunt.announceattack_alyx_07" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_OfficerAtBridge
{
criteria IsCombineS IsClass_Officer Choreo_PPC17_OfficerAtBridge
// all units sound on. report contaminate evasion.
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.hear_suspicious_06" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_StationStreet_ChargerInvestigates
{
criteria IsCombineS IsClass_Charger Choreo_StationStreet_ChargerInvestigates
// all units sound on. report contaminate evasion.
speak "combine.radioOn" thensimple 0 speak "vo.combine.charger.hear_suspicious_06" thensimple 0.3 speak "vo.combine.charger.establishinglof_13" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_GruntEnterArena1
{
criteria IsCombineS IsClass_Grunt Choreo_PPC17_GruntEnterArena1
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.lostvisual_09" thensimple 0.3 speak "vo.combine.grunt.lostvisual_10" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_GruntEnterArena2
{
criteria IsCombineS IsClass_Grunt Choreo_PPC17_GruntEnterArena2
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.order_response_positive_02" thensimple 0.3 speak "vo.combine.grunt.establishinglof_15" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_SuppressorEnterArena
{
criteria IsCombineS IsClass_Suppressor Choreo_PPC17_SuppressorEnterArena
speak "combine.radioOn" thensimple 0 speak "vo.combine.suppressor.order_response_positive_02" thensimple 0.3 speak "vo.combine.suppressor.establishinglof_15" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_BatteryArenaOfficerEntry
{
criteria IsCombineS IsClass_Officer Choreo_PPC17_BatteryArenaOfficerEntry
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.advancing_on_target_order_06" thensimple 0.3 speak "vo.combine.officer.manhack_release_111" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_TYC17_GruntGantry1
{
criteria IsCombineS IsClass_Suppressor Choreo_TYC17_GruntGantry1
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.overwatch_19" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_TYC17_GruntGantry2
{
criteria IsCombineS IsClass_Suppressor Choreo_TYC17_GruntGantry2
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.overwatch_02" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_TYC17_GruntGarbageGuy
{
criteria IsCombineS IsClass_Suppressor Choreo_TYC17_GruntGarbageGuy
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.idle_03" thensimple 0.0 speak "combine.radioOff" noscene
}
response Choreo_SearchingForAlyx
{
criteria IsCombineS IsClass_Officer Choreo_PPC17_SearchingForAlyx
sequential
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.announceattack_alyx_order_01" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_01" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.announceattack_alyx_04" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_04" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.lostvisual_player_01" thensimple 0.5 speak "vo.combine.officer.lostvisual_player_03" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.reconnoiter_search_01" thensimple 0.5 speak "vo.combine.officer.reconnoiter_search_02" thensimple 0 speak "combine.radioOff" noscene
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.reconnoiter_start_12" thensimple 0.5 speak "vo.combine.officer.reconnoiter_start_11" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_SuppressorIntroRetreat
{
criteria IsCombineS IsClass_Suppressor Choreo_PPC17_SuppressorIntroRetreat
speak "combine.radioOn" thensimple 0 speak "vo.combine.suppressor.retreat_07" thensimple 0 speak "vo.combine.suppressor.retreat_06" thensimple 0 speak "vo.combine.suppressor.retreat_03" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_PPC17_SuppressorIntroAmbushAttack
{
criteria IsCombineS IsClass_Suppressor Choreo_PPC17_SuppressorIntroAmbushAttack
speak "combine.radioOn" thensimple 0 speak "vo.combine.suppressor.laugh_06" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_A5Vault_OfficerInPosition
{
criteria IsCombineS IsClass_Officer Choreo_A5Vault_InPosition
speak "combine.radioOn" thensimple 0 speak "vo.combine.officer.announceattack_07" thensimple 0.5 speak "vo.combine.officer.advancing_on_target_order_03" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_A5Vault_ChargerInPosition
{
criteria IsCombineS IsClass_Charger Choreo_A5Vault_InPosition
speak "combine.radioOn" thensimple 0 speak "vo.combine.charger.orderresponse_positive_03" thensimple 0.5 speak "vo.combine.charger.overwatch_03" thensimple 0.2 speak "vo.combine.charger.reconnoiter_search_01" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_A5Vault_GruntInPosition
{
criteria IsCombineS IsClass_Grunt Choreo_A5Vault_InPosition
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.orderresponse_positive_02"thensimple 0.3 speak "vo.combine.grunt.advancing_on_target_16" thensimple 0 speak "vo.combine.grunt.calloutcode_charlie_01" thensimple 0 speak "vo.combine.grunt.calloutcode_dash_01" thensimple 0 speak "vo.combine.grunt.calloutcode_eight_01" thensimple 0 speak "vo.combine.grunt.calloutcode_thirty_01" thensimple 0 speak "vo.combine.grunt.calloutcode_five_01" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_A5Vault_GruntAlertGuy
{
criteria IsCombineS IsClass_Grunt Choreo_A5Vault_GruntAlertGuy
speak "combine.radioOn" thensimple 0 speak "vo.combine.grunt.announceattack_alyx_11" thensimple 0.5 speak "vo.combine.grunt.nearpanic_08" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0001
{
criteria IsCombineS IsClass_Grunt Choreo_29_0001
speak "combine.radioOn" thensimple 0 speak "vo.29_0001" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0002
{
criteria IsCombineS IsClass_Grunt Choreo_29_0002
speak "combine.radioOn" thensimple 0 speak "vo.29_0002" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0003
{
criteria IsCombineS IsClass_Grunt Choreo_29_0003
speak "combine.radioOn" thensimple 0 speak "vo.29_0003" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0004
{
criteria IsCombineS IsClass_Grunt Choreo_29_0004
speak "combine.radioOn" thensimple 0 speak "vo.29_0004" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0005
{
criteria IsCombineS IsClass_Grunt Choreo_29_0005
speak "combine.radioOn" thensimple 0 speak "vo.29_0005" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0006
{
criteria IsCombineS IsClass_Grunt Choreo_29_0006
speak "combine.radioOn" thensimple 0 speak "vo.29_0006" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0007
{
criteria IsCombineS IsClass_Grunt Choreo_29_0007
speak "combine.radioOn" thensimple 0 speak "vo.29_0007" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0008
{
criteria IsCombineS IsClass_Grunt Choreo_29_0008
speak "combine.radioOn" thensimple 0 speak "vo.29_0008" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0009
{
criteria IsCombineS IsClass_Grunt Choreo_29_0009
speak "combine.radioOn" thensimple 0 speak "vo.29_0009" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0010
{
criteria IsCombineS IsClass_Grunt Choreo_29_0010
speak "combine.radioOn" thensimple 0 speak "vo.29_0010" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0011
{
criteria IsCombineS IsClass_Grunt Choreo_29_0011
speak "combine.radioOn" thensimple 0 speak "vo.29_0011" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0012
{
criteria IsCombineS IsClass_Grunt Choreo_29_0012
speak "combine.radioOn" thensimple 0 speak "vo.29_0012" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0013
{
criteria IsCombineS IsClass_Grunt Choreo_29_0013
speak "combine.radioOn" thensimple 0 speak "vo.29_0013" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0014
{
criteria IsCombineS IsClass_Grunt Choreo_29_0014
speak "combine.radioOn" thensimple 0 speak "vo.29_0014" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0015
{
criteria IsCombineS IsClass_Grunt Choreo_29_0015
speak "combine.radioOn" thensimple 0 speak "vo.29_0015" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0016
{
criteria IsCombineS IsClass_Grunt Choreo_29_0016
speak "combine.radioOn" thensimple 0 speak "vo.29_0016" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0017
{
criteria IsCombineS IsClass_Grunt Choreo_29_0017
speak "combine.radioOn" thensimple 0 speak "vo.29_0017" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0018
{
criteria IsCombineS IsClass_Grunt Choreo_29_0018
speak "combine.radioOn" thensimple 0 speak "vo.29_0018" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0019
{
criteria IsCombineS IsClass_Grunt Choreo_29_0019
speak "combine.radioOn" thensimple 0 speak "vo.29_0019" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0020
{
criteria IsCombineS IsClass_Grunt Choreo_29_0020
speak "combine.radioOn" thensimple 0 speak "vo.29_0020" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0021
{
criteria IsCombineS IsClass_Grunt Choreo_29_0021
speak "combine.radioOn" thensimple 0 speak "vo.29_0021" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0022
{
criteria IsCombineS IsClass_Grunt Choreo_29_0022
speak "combine.radioOn" thensimple 0 speak "vo.29_0022" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_29_0023
{
criteria IsCombineS IsClass_Grunt Choreo_29_0023
speak "combine.radioOn" thensimple 0 speak "vo.29_0023" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0001
{
criteria IsCombineS IsClass_Grunt Choreo_30_0001
speak "combine.radioOn" thensimple 0 speak "vo.30_0001" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0002
{
criteria IsCombineS IsClass_Grunt Choreo_30_0002
speak "combine.radioOn" thensimple 0 speak "vo.30_0002" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0003
{
criteria IsCombineS IsClass_Grunt Choreo_30_0003
speak "combine.radioOn" thensimple 0 speak "vo.30_0003" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0004
{
criteria IsCombineS IsClass_Grunt Choreo_30_0004
speak "combine.radioOn" thensimple 0 speak "vo.30_0004" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0005
{
criteria IsCombineS IsClass_Grunt Choreo_30_0005
speak "combine.radioOn" thensimple 0 speak "vo.30_0005" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0006
{
criteria IsCombineS IsClass_Grunt Choreo_30_0006
speak "combine.radioOn" thensimple 0 speak "vo.30_0006" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0007
{
criteria IsCombineS IsClass_Grunt Choreo_30_0007
speak "combine.radioOn" thensimple 0 speak "vo.30_0007" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0008
{
criteria IsCombineS IsClass_Grunt Choreo_30_0008
speak "combine.radioOn" thensimple 0 speak "vo.30_0008" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0009
{
criteria IsCombineS IsClass_Grunt Choreo_30_0009
speak "combine.radioOn" thensimple 0 speak "vo.30_0009" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0010
{
criteria IsCombineS IsClass_Grunt Choreo_30_0010
speak "combine.radioOn" thensimple 0 speak "vo.30_0010" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0011
{
criteria IsCombineS IsClass_Grunt Choreo_30_0011
speak "combine.radioOn" thensimple 0 speak "vo.30_0011" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0012
{
criteria IsCombineS IsClass_Grunt Choreo_30_0012
speak "combine.radioOn" thensimple 0 speak "vo.30_0012" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0013
{
criteria IsCombineS IsClass_Grunt Choreo_30_0013
speak "combine.radioOn" thensimple 0 speak "vo.30_0013" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0014
{
criteria IsCombineS IsClass_Grunt Choreo_30_0014
speak "combine.radioOn" thensimple 0 speak "vo.30_0014" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0015
{
criteria IsCombineS IsClass_Grunt Choreo_30_0015
speak "combine.radioOn" thensimple 0 speak "vo.30_0015" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0016
{
criteria IsCombineS IsClass_Grunt Choreo_30_0016
speak "combine.radioOn" thensimple 0 speak "vo.30_0016" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0017
{
criteria IsCombineS IsClass_Grunt Choreo_30_0017
speak "combine.radioOn" thensimple 0 speak "vo.30_0018" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0018
{
criteria IsCombineS IsClass_Grunt Choreo_30_0018
speak "combine.radioOn" thensimple 0 speak "vo.30_0018" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0019
{
criteria IsCombineS IsClass_Grunt Choreo_30_0019
speak "combine.radioOn" thensimple 0 speak "vo.30_0019" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0020
{
criteria IsCombineS IsClass_Grunt Choreo_30_0020
speak "combine.radioOn" thensimple 0 speak "vo.30_0020" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0021
{
criteria IsCombineS IsClass_Grunt Choreo_30_0021
speak "combine.radioOn" thensimple 0 speak "vo.30_0021" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0022
{
criteria IsCombineS IsClass_Grunt Choreo_30_0022
speak "combine.radioOn" thensimple 0 speak "vo.30_0022" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0023
{
criteria IsCombineS IsClass_Grunt Choreo_30_0023
speak "combine.radioOn" thensimple 0 speak "vo.30_0023" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0024
{
criteria IsCombineS IsClass_Grunt Choreo_30_0024
speak "combine.radioOn" thensimple 0 speak "vo.30_0024" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0025
{
criteria IsCombineS IsClass_Grunt Choreo_30_0025
speak "combine.radioOn" thensimple 0 speak "vo.30_0025" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0026
{
criteria IsCombineS IsClass_Grunt Choreo_30_0026
speak "combine.radioOn" thensimple 0 speak "vo.30_0026" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_30_0027
{
criteria IsCombineS IsClass_Grunt Choreo_30_0027
speak "combine.radioOn" thensimple 0 speak "vo.30_0027" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_28_1110
{
criteria IsCombineS IsClass_Grunt Choreo_28_1110
speak "combine.radioOn" thensimple 0 speak "vo.28_1110" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_27_1107
{
criteria IsCombineS IsClass_Grunt Choreo_27_1107
speak "combine.radioOn" thensimple 0 speak "vo.27_1107" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_27_1108
{
criteria IsCombineS IsClass_Grunt Choreo_27_1108
speak "combine.radioOn" thensimple 0 speak "vo.27_1108" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_27_1109
{
criteria IsCombineS IsClass_Grunt Choreo_27_1109
speak "combine.radioOn" thensimple 0 speak "vo.27_1109" thensimple 0 speak "combine.radioOff" noscene
}
response Choreo_27_1111
{
criteria IsCombineS IsClass_Grunt Choreo_27_1111
speak "combine.radioOn" thensimple 0 speak "vo.27_1111" thensimple 0 speak "combine.radioOff" noscene
}
player.txt
criterion "IsPlayer" "classname" "player" "required"
criterion "Concept_PlayerTalk" "concept" "TLK_PLAYER_MAP_TALK" "required"
criterion "Concept_PlayerPickup" "concept" "TLK_PLAYER_PICKUP" "required"
criterion "Concept_PlayerDrop" "concept" "TLK_PLAYER_DROP" "required"
criterion "Concept_PlayerPullFromBag" "concept" "TLK_PLAYER_PULL_FROM_BAG" "required"
criterion "Concept_PlayerCombat" "concept" "TLK_PLAYER_COMBAT" "required"
criterion "Concept_PlayerHurt" "concept" "TLK_PLAYER_HURT" "required"
criterion "Concept_PlayerDies" "concept" "TLK_PLAYER_DIES" "required"
criterion "Concept_PlayerDiscovery" "concept" "TLK_PLAYER_DISCOVERY" "required"
criterion "Concept_PlayerUsedGravityGloves" "concept" "TLK_PLAYER_USEDGG" "required"
criterion "Concept_PlayerUpgradeComplete" "concept" "TLK_PLAYER_UPGRADE_COMPLETE" "required"
criterion "Concept_PlayerUpgradePickup" "concept" "TLK_PLAYER_UPGRADE_PICKUP" "required"
criterion "Concept_PlayerTeleportLethal" "concept" "TLK_PLAYER_TELEPORT_LETHAL" "required"
criterion "Quarantine_AtActiveCombineShield" "quarantine_combine_shield_active" "1" "required"
criterion "Quarantine_AtDeactivatedCombineShield" "quarantine_combine_shield_active" "0" "required"
criterion "Quarantine_CommentOnShield" "quarantine_comment_on_shield" "1" "required"
criterion "Quarantine_ZombieReleased" "quarantine_zombie_released" "1" "required"
criterion "PlayerCurrency_Pickup_Small" "player_pickup_object_classname" "item_hlvr_crafting_currency_small" required
criterion "PlayerCurrency_Drop_Small" "player_drop_object_classname" "item_hlvr_crafting_currency_small" required
criterion "PlayerAmmoFourLeft" "player_ammo_bag_clip_available" "4" required
criterion "PlayerAmmoThreeLeft" "player_ammo_bag_clip_available" "3" required
criterion "PlayerAmmoTwoLeft" "player_ammo_bag_clip_available" "2" required
criterion "PlayerAmmoLast" "player_ammo_bag_clip_available" "1" required
criterion "PlayerAmmoEmpty" "player_ammo_bag_clip_available" "0" required
criterion "PlayerNeedsFlashlight" "player_found_flashlight" "0" required
criterion "PlayerHasResin" "current_crafting_currency" ">0" required
criterion "PlayerHasNoResin" "current_crafting_currency" "0" required
criterion "PlayerPickupFromWorld" "player_pickup_from_bag" "!=1" required
criterion "PlayerPickupFromBag" "player_pickup_from_bag" "1" required
criterion "IsPlayerHoldingPistol" "primaryhand_active_attachment" "hlvr_weapon_energygun" required
criterion "IsPlayerHoldingShotgun" "primaryhand_active_attachment" "hlvr_weapon_shotgun" required
criterion "IsPlayerHoldingRapidFire" "primaryhand_active_attachment" "hlvr_weapon_rapidfire" required
criterion "IsPlayerShootingAtZombie" "player_shoot_at_target" "npc_zombie" required
criterion "IsPlayerShootingAtCloseTarget" "player_shoot_at_distance" "<=128" required
criterion "IsPlayerShootingAlmostEmptyClip" "player_shoot_bullet_count" "<=3" required
criterion "FlashlightFailureSmall" "flashlight_failure" "1" "required"
criterion "FlashlightFailureMedium" "flashlight_failure" "2" "required"
criterion "FlashlightFailureLarge" "flashlight_failure" "3" "required"
criterion "ItemTooHeavy" "item_too_heavy" "1" "required"
criterion "Fell" "fell" "1" "required"
criterion "Shocked" "shocked" "1" "required"
criterion "Stunned" "stunned" "1" "required"
criterion "Coughing" "cough" "1" "required"
criterion "Muffled" "muffled" "1" "required"
criterion "NotMuffled" "muffled" "!=1" "required"
criterion "PlayerPickedUpHealthPen" "player_pickup_object_classname" "item_healthvial" required
criterion "WeaponPistol" "weapon_classname" "hlvr_weapon_energygun" required
criterion "WeaponShotgun" "weapon_classname" "hlvr_weapon_shotgun" required
criterion "WeaponRapidFire" "weapon_classname" "hlvr_weapon_rapidfire" required
criterion "InCombat" "in_combat" "1" "required"
criterion "NotInCombat" "in_combat" "!=1" "required"
criterion "RecentlyInCombat" "time_since_combat" "<10" "required"
criterion "NotRecentlyInCombat" "time_since_combat" ">=10" "required"
criterion "InMap_a1_intro_world" "map" "a1_intro_world" "required"
criterion "NotInMap_a1_intro_world" "map" "!=a1_intro_world" "required"
criterion "InMap_a5_vault" "map" "a5_vault" "required"
criterion "NotInMap_a5_vault" "map" "!=a5_vault" "required"
criterion "InMap_a5_ending" "map" "a5_ending" "required"
criterion "NotInMap_a5_ending" "map" "!=a5_ending" "required"
criterion "InMap_a3_distillery" "map" "a3_distillery" "required"
criterion "NotInMap_a3_distillery" "map" "!=a3_distillery" "required"
criterion "NotInMap_a4_c17_parking_garage" "map" "!=a4_c17_parking_garage" "required"
response PlayerVO_NeedFlashlight_Response
{
speak "alyxtemp_needflashlight_01" noscene
speak "alyxtemp_needflashlight_02" noscene
speak "alyxtemp_needflashlight_03" noscene
}
rule PlayerVO_NeedFlashlight_Rule
{
criteria IsPlayer Concept_PlayerTalk PlayerNeedsFlashlight
response PlayerVO_NeedFlashlight_Response
matchonce
}
//========================================================================================================
// a2_quarantine_entrance
//========================================================================================================
criterion "InMap_a2_quarantine_entrance" "map" "a2_quarantine_entrance" "required"
criterion "Speech_AlyxRussell_FirstDeadZombie" "speech" "first_dead_zombie" "required"
response PlayerVO_a2_quarantine_entrance_FirstDeadZombie
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstDeadZombie
scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" speakonce
}
criterion "Speech_AlyxRussell_MoveWindowZombie" "speech" "move_window_zombie" "required"
response PlayerVO_a2_quarantine_entrance_MoveWindowZombie
{
criteria Concept_PlayerTalk Speech_AlyxRussell_MoveWindowZombie
scene "scenes/act2/quarantine_entrance/alyx_react_moving_window_zombie.vcd" speakonce
}
criterion "Speech_AlyxRussell_Black_Mesa" "speech" "black_mesa" "required"
response PlayerVO_AlyxRussell_BlackMesa
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Black_Mesa
scene "scenes/alyx_russell_conversations/black_mesa" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeQZoneGate" "speech" "see_qzone_gate" "required"
// if the player sneaks around and somehow skips looking at the gate, don't play this if they make it to the console
criterion "PlayerHasNotSeenCombineConsole" "player_has_seen_console" "!=1" "required"
response PlayerVO_a2_quarantine_entrance_SeeQZoneGate
{
criteria Concept_PlayerTalk PlayerHasNotSeenCombineConsole Speech_AlyxRussell_SeeQZoneGate
scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_gate" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeQZoneGateConsole" "speech" "see_qzone_gate_console" "required"
response PlayerVO_a2_quarantine_entrance_SeeQZoneGateConsole
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeQZoneGateConsole
scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_console" speakonce
applycontext "player_has_seen_console:1"
}
criterion "Speech_AlyxRussell_ConsoleLooking" "speech" "console_looking" "required"
response PlayerVO_a2_quarantine_entrance_ConsoleLooking
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ConsoleLooking
scene "scenes/act2/quarantine_entrance/alyx_russell_console_looking" interrupt_and_cancel speakonce
}
// gate opens
criterion "Speech_AlyxRussell_SeeQZoneGateOpen_Reaction" "speech" "see_qzone_gate_open_reaction" "required"
response PlayerVO_a2_quarantine_entrance_SeeQZoneGateOpenReaction
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeQZoneGateOpen_Reaction
scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_gate_open_reaction" predelay 2 speakonce
}
// give this a delay so the animation and music can finish
criterion "Speech_AlyxRussell_SeeQZoneGateOpen" "speech" "see_qzone_gate_open" "required"
response PlayerVO_a2_quarantine_entrance_SeeQZoneGateOpen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeQZoneGateOpen
scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_gate_open" speakonce
}
criterion "Speech_AlyxRussell_XenFoliage" "speech" "see_xen_foliage" "required"
response PlayerVO_a2_quarantine_entrance_XenFoliage
{
criteria Concept_PlayerTalk Speech_AlyxRussell_XenFoliage
scene "scenes/act2/quarantine_entrance/alyx_see_xen_foliage" predelay 1 interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstCombineLock" "speech" "first_combine_lock" "required"
response PlayerVO_a2_quarantine_entrance_FirstCombineLock
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstCombineLock
scene "scenes/act2/quarantine_entrance/alyx_russell_first_combine_lock" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_PortaPotty" "speech" "qz_entrance_porta_potty" "required"
response PlayerVO_a2_quarantine_entrance_PortaPotty
{
criteria Concept_PlayerTalk Speech_AlyxRussell_PortaPotty
scene "scenes/act2/quarantine_entrance/alyx_russell_porta_potty" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_BarnacleWarning" "speech" "barnacle_warning" "required"
response PlayerVO_a2_quarantine_entrance_BarnacleWarning
{
criteria Concept_PlayerTalk Speech_AlyxRussell_BarnacleWarning
scene "scenes/act2/quarantine_entrance/alyx_russell_see_barnacle.vcd" predelay 1 interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_DeadBarnacle" "speech" "first_dead_barnacle" "required"
response PlayerVO_a2_quarantine_entrance_DeadBarnacle
{
criteria Concept_PlayerTalk Speech_AlyxRussell_DeadBarnacle
scene "scenes/act2/quarantine_entrance/alyx_russell_kill_barnacle.vcd" predelay 1 interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_ShotRat" "speech" "alyx_shoot_rat" "required"
response PlayerVO_a2_quarantine_entrance_ShotRat
{
criteria Concept_PlayerTalk Speech_Alyx_ShotRat
scene "scenes/act2/quarantine_entrance/alyx_shoot_rat" predelay 0.5 speakonce
}
//========================================================================================
// a2 pistol
//========================================================================================
criterion "InMap_a2_pistol" "map" "a2_pistol" "required"
// zombie barnacle
criterion "ZombieBarnacleShot" "zombie_barnacle_eaten" "!=1" "required"
criterion "ZombieBarnacleEaten" "zombie_barnacle_eaten" "1" "required"
criterion "IgnoreZombieDeath" "ignore_zombie_death" "1" "required"
criterion "DontIgnoreZombieDeath" "ignore_zombie_death" "!=1" "required"
criterion "Speech_AlyxRussell_HearZombieBarnacle" "speech" "hear_zombie_barnacle" "required"
response PlayerVO_AlyxRussell_HearZombieBarnacle
{
criteria Concept_PlayerTalk Speech_AlyxRussell_HearZombieBarnacle
scene "scenes/act2/pistol/alyx_russell_first_zombie_intro.vcd" predelay 1.0 interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeZombieBarnacle" "speech" "see_zombie_barnacle" "required"
response PlayerVO_AlyxRussell_SeeZombieBarnacle
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeZombieBarnacle
scene "scenes/act2/pistol/alyx_russell_first_zombie.vcd" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_ZombieBarnacleKilled" "speech" "zombie_barnacle_killed" "required"
response PlayerVO_AlyxRussell_ZombieBarnacleKilled
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ZombieBarnacleKilled DontIgnoreZombieDeath
response PlayerVO_AlyxRussell_ZombieBarnacleShot
{
criteria ZombieBarnacleShot
scene "scenes/act2/pistol/alyx_russell_first_zombie_shot.vcd" interrupt_and_cancel speakonce
}
response PlayerVO_AlyxRussell_ZombieBarnacleEaten
{
criteria ZombieBarnacleEaten
scene "scenes/act2/pistol/alyx_russell_first_zombie_eaten.vcd" interrupt_and_cancel speakonce
}
}
criterion "HasFoundUpgradeStation" "found_upgrade_station" "1" "required"
criterion "HasNotFoundUpgradeStation" "found_upgrade_station" "!=1" "required"
criterion "Speech_AlyxRussell_FirstShotZombie" "speech" "first_shot_zombie" "required"
response PlayerVO_AlyxRussell_FirstShotZombieNoFabricator_response
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstShotZombie
scene "scenes/responses/alyx_first_zombie_shot_no_fabricator" predelay 1 speakonce
}
response PlayerVO_AlyxRussell_FirstShotZombie_response
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstShotZombie HasFoundUpgradeStation
scene "scenes/responses/alyx_first_zombie_shot" predelay 1 speakonce
}
criterion "Speech_AlyxRussell_ZombieSubway" "speech" "zombie_subway" "required"
response PlayerVO_AlyxRussell_ZombieSubway
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ZombieSubway
scene "scenes/alyx_russell_conversations/alyx_russell_zombie_subway" interrupt_and_cancel speakonce predelay 1
}
// no longer needed
//criterion "Speech_AlyxRussell_LockedInHere" "speech" "locked_in_here" "required"
//response PlayerVO_AlyxRussell_LockedInHere
//{
// criteria Concept_PlayerTalk Speech_AlyxRussell_LockedInHere
// scene "scenes/act2/pistol/alyx_russell_locked_in_there" predelay 1.5 speakonce
//}
criterion "HasSeenSecondHeadcrab" "saw_second_headcrab" "1" "required"
criterion "HasNotSeenSecondHeadcrab" "saw_second_headcrab" "!=1" "required"
criterion "Speech_AlyxRussell_FirstHeadCrab" "speech" "first_headcrab" "required"
response PlayerVO_AlyxRussell_FirstHeadCrab
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHeadCrab
scene "scenes/act2/pistol/alyx_russell_first_headcrab.vcd" cancel_existing speakonce
}
criterion "Speech_AlyxRussell_FirstHeadCrabMissed" "speech" "first_headcrab_missed" "required"
response PlayerVO_AlyxRussell_FirstHeadCrabMissed
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHeadCrabMissed
scene "scenes/act2/pistol/alyx_russell_first_headcrab_if_player_doesnt_see_headcrab.vcd" cancel_existing speakonce
}
criterion "Speech_AlyxRussell_FirstHeadCrab2" "speech" "first_headcrab_2" "required"
response PlayerVO_AlyxRussell_FirstHeadCrab2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHeadCrab2
scene "scenes/act2/pistol/alyx_russell_first_headcrab_2.vcd" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstHeadCrabKilled" "speech" "first_headcrab_killed" "required"
response PlayerVO_AlyxRussell_FirstHeadCrabKilled
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHeadCrabKilled
scene "scenes/act2/pistol/alyx_russell_first_headcrab_killed.vcd" speakonce interrupt_and_cancel then self TLK_PLAYER_MAP_TALK first_head_crab_killed_2:1 1
}
criterion "FirstHeadCrabKilled" "first_headcrab_killed_context" "1" "required"
criterion "FirstHeadCrabKilled2" "first_head_crab_killed_2" "1" "required"
response PlayerVO_AlyxRussell_FirstHeadCrabKilledNoSecond
{
criteria Concept_PlayerTalk HasNotSeenSecondHeadcrab FirstHeadCrabKilled2
scene "scenes/act2/pistol/alyx_russell_first_headcrab_killed_no_second.vcd" speakonce
}
criterion "Speech_AlyxRussell_FirstHeadCrabScare" "speech" "first_headcrab_scare" "required"
response PlayerVO_AlyxRussell_FirstHeadCrabScare
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHeadCrabScare
scene "scenes/act2/pistol/alyx_russell_headcrab_scare.vcd" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SecondHeadCrabReveal" "speech" "second_headcrab_reveal" "required"
response PlayerVO_AlyxRussell_SecondHeadCrabReveal
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SecondHeadCrabReveal FirstHeadCrabKilled
scene "scenes/act2/pistol/alyx_russell_first_headcrab_killed_second_reveal.vcd" speakonce interrupt_and_cancel
}
//========================================================================================
// a2_hideout
//========================================================================================
criterion "InMap_a2_hideout" "map" "a2_hideout" "required"
criterion "Speech_AlyxRussell_HealthStationNoBattery" "speech" "health_station_no_battery" "required"
response PlayerVO_AlyxRussell_HealthStationNoBattery
{
criteria Concept_PlayerTalk Speech_AlyxRussell_HealthStationNoBattery
scene "scenes/act2/hideout/health_station_no_battery" speakonce
}
criterion "Speech_AlyxRussell_ZombieScare" "speech" "zombie_scare" "required"
response PlayerVO_AlyxRussell_ZombieScare
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ZombieScare
scene "scenes/act2/hideout/zombie_jump_scare" cancel_existing speakonce
}
criterion "Speech_AlyxRussell_NewsOnDad_1" "speech" "news_on_dad_1" "required"
response PlayerVO_AlyxRussell_NewsOnDad_1
{
criteria Concept_PlayerTalk Speech_AlyxRussell_NewsOnDad_1
scene "scenes/act2/hideout/news_on_dad_1" speakonce
}
criterion "Speech_AlyxRussell_SeeEye" "speech" "see_eye" "required"
response PlayerVO_AlyxRussell_SeeEye_response
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeEye
scene "scenes/act2/hideout/eye_reveal" interrupt_and_cancel speakonce
}
// mural
criterion "Speech_AlyxRussell_SeeMural" "speech" "see_mural" "required"
response PlayerVO_AlyxRussell_SeeMural
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeMural
scene "scenes/act2/hideout/mural_distance" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeMuralClose" "speech" "see_mural_close" "required"
response PlayerVO_AlyxRussell_SeeMuralClose
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeMuralClose
scene "scenes/act2/hideout/mural_close" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeMuralCentral" "speech" "see_mural_central" "required"
response PlayerVO_AlyxRussell_SeeMuralCentral
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeMuralCentral
scene "scenes/act2/hideout/mural_central" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeeMuralCardboard" "speech" "see_mural_cardboard" "required"
response PlayerVO_AlyxRussell_SeeMuralCardboard
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeMuralCardboard
scene "scenes/act2/hideout/mural_cardboard" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_RussellCutsOut" "speech" "russell_cuts_out" "required"
response PlayerVO_AlyxRussell_RussellCutsOut
{
criteria Concept_PlayerTalk Speech_AlyxRussell_RussellCutsOut
scene "scenes/act2/hideout/russell_cuts_out" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Vort_Graffitti" "speech" "alyx_vort_graffiti" "required"
response PlayerVO_Alyx_Vort_Graffiti
{
criteria Concept_PlayerTalk Speech_Alyx_Vort_Graffitti
scene "scenes/act2/hideout/alyx_react_to_vort_graffiti.vcd" speakonce
}
//========================================================================================
// a2_headcrabs_tunnel
//========================================================================================
criterion "InMap_a2_headcrabs_tunnel" "map" "a2_headcrabs_tunnel" "required"
criterion "Speech_AlyxRussell_Russell_Cuts_Back_In_A" "speech" "russell_cuts_back_in_a" "required"
response PlayerVO_A2_Headcrabs_Tunnel_AlyxRussell_Russell_Cuts_Back_In_A
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Russell_Cuts_Back_In_A
scene "scenes/act2/headcrabs_tunnel/russell_cuts_back_in_a" speakonce
}
criterion "Speech_AlyxRussell_Russell_Cuts_Back_In_B" "speech" "russell_cuts_back_in_b" "required"
response PlayerVO_A2_Headcrabs_Tunnel_AlyxRussell_Russell_Cuts_Back_In_B
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Russell_Cuts_Back_In_B
scene "scenes/act2/headcrabs_tunnel/russell_cuts_back_in_b" interrupt_and_cancel predelay 1 speakonce
}
criterion "Speech_AlyxRussell_Russell_Cuts_Back_In_C" "speech" "russell_cuts_back_in_c" "required"
response PlayerVO_A2_Headcrabs_Tunnel_AlyxRussell_Russell_Cuts_Back_In_C
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Russell_Cuts_Back_In_C
scene "scenes/act2/headcrabs_tunnel/russell_cuts_back_in_c" interrupt_and_cancel predelay 1 speakonce
}
criterion "Speech_AlyxRussell_News_On_Dad_2" "speech" "news_on_dad_2" "required"
response PlayerVO_A2_Headcrabs_Tunnel_AlyxRussell_News_On_Dad_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_News_On_Dad_2
scene "scenes/act2/headcrabs_tunnel/news_on_dad_2" speakonce
}
criterion "Speech_AlyxRussell_Shell_Grabbed" "speech" "shell_grabbed" "required"
response PlayerVO_A2_Headcrabs_Tunnel_Alyx_PickUp_Armored_Shell
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Shell_Grabbed
scene "scenes/act2/headcrabs_tunnel/pickup_armored_shell" speakonce
}
// these got moved to headcrabs_tunnel
criterion "Speech_AlyxRussell_DarkConvo_1" "speech" "dark_convo_1" "required"
response PlayerVO_A2_Drainage_AlyxRussell_DarkConvo_1
{
criteria Concept_PlayerTalk Speech_AlyxRussell_DarkConvo_1
scene "scenes/act2/drainage/dark_convo_1" speakonce
}
criterion "Speech_AlyxRussell_DarkConvo_2" "speech" "dark_convo_2" "required"
response PlayerVO_A2_Drainage_AlyxRussell_DarkConvo_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_DarkConvo_2
scene "scenes/act2/drainage/dark_convo_2" speakonce
}
//shotgun zombie
criterion "Speech_Shotgun_Zombie_See" "speech" "shotgun_zombie_see" "required"
response PlayerVO_Shotgun_Zombie_See
{
criteria Concept_PlayerTalk Speech_Shotgun_Zombie_See
scene "scenes/act2/headcrabs_tunnel/shotgun_zombie_see" interrupt_and_cancel speakonce
}
criterion "Speech_Shotgun_Zombie_Fall" "speech" "shotgun_zombie_fall" "required"
response PlayerVO_Shotgun_Zombie_Fall
{
criteria Concept_PlayerTalk Speech_Shotgun_Zombie_Fall
scene "scenes/act2/headcrabs_tunnel/shotgun_zombie_fall" interrupt_and_cancel predelay 2 speakonce
}
criterion "Speech_Shotgun_Zombie_Wall_Noises" "speech" "shotgun_zombie_wall_noise" "required"
response PlayerVO_Shotgun_Zombie_Wall_Noises
{
criteria Concept_PlayerTalk Speech_Shotgun_Zombie_Wall_Noises
scene "scenes/act2/headcrabs_tunnel/shotgun_zombie_wall_noise" interrupt_and_cancel predelay 2 speakonce
}
criterion "Speech_Shotgun_Zombie_Solve_Puzzle" "speech" "shotgun_zombie_solve_puzzle" "required"
response PlayerVO_Shotgun_Zombie_Solve_Puzzle
{
criteria Concept_PlayerTalk Speech_Shotgun_Zombie_Solve_Puzzle
scene "scenes/act2/headcrabs_tunnel/shotgun_zombie_solve_puzzle" interrupt_and_cancel speakonce
}
criterion "Speech_Shotgun_Zombie_Kill_Zombies" "speech" "shotgun_zombie_kill_zombies" "required"
response PlayerVO_Shotgun_Zombie_Kill_Zombies
{
criteria Concept_PlayerTalk Speech_Shotgun_Zombie_Kill_Zombies IsPlayerHoldingShotgun
scene "scenes/act2/headcrabs_tunnel/shotgun_zombie_kill_zombies" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Dark_Response" "speech" "dark_response" "required"
response PlayerVO_Alyx_Dark_Response
{
scene "scenes/act2/headcrabs_tunnel/darkness_response_1" interrupt_and_cancel speakonce
}
rule PlayerVO_Alyx_Dark_Response_Rule
{
criteria Concept_PlayerTalk Speech_Alyx_Dark_Response
response PlayerVO_Alyx_Dark_Response
applycontext "darkness_response_2:1"
}
response PlayerVO_Alyx_Dark_Response_2
{
scene "scenes/act2/headcrabs_tunnel/darkness_response_2" interrupt_and_cancel
}
criterion "DarknessResponse_2" "darkness_response_2" "1" "required"
rule PlayerVO_Alyx_Dark_Response_2_Rule
{
criteria Concept_PlayerTalk Speech_Alyx_Dark_Response DarknessResponse_2
response PlayerVO_Alyx_Dark_Response_2
applycontext "darkness_response_3:1"
}
criterion "DarknessResponse_3" "darkness_response_3" "1" "required"
response PlayerVO_Alyx_Dark_Response_3
{
criteria Concept_PlayerTalk Speech_Alyx_Dark_Response DarknessResponse_3
scene "scenes/act2/headcrabs_tunnel/darkness_response_3" interrupt_and_cancel
}
criterion "Speech_EnterFlashlightPit" "speech" "enter_flashlight_pit" "required"
response PlayerVO_EnterFlashlightPit
{
criteria Concept_PlayerTalk Speech_EnterFlashlightPit
scene "scenes/act2/headcrabs_tunnel/enter_flashlight_pit" interrupt_and_cancel speakonce
}
criterion "Speech_FindFlashLight" "speech" "find_flashlight" "required"
response PlayerVO_FindFlashLight
{
criteria Concept_PlayerTalk Speech_FindFlashLight
scene "scenes/act2/headcrabs_tunnel/find_flashlight" interrupt_and_cancel speakonce
}
criterion "Speech_FlashLightOn" "speech" "flashlight_on" "required"
response PlayerVO_FlashLightOn
{
criteria Concept_PlayerTalk Speech_FlashLightOn
scene "scenes/act2/headcrabs_tunnel/flashlight_on" interrupt_and_cancel speakonce
}
criterion "Speech_HowFlashLightWorks" "speech" "how_flashlight_works" "required"
response PlayerVO_HowFlashLightWorks
{
criteria Concept_PlayerTalk Speech_HowFlashLightWorks
scene "scenes/act2/headcrabs_tunnel/russell_tells_alyx_how_flashlight_works" interrupt_and_cancel speakonce
}
//========================================================================================================
// a2_drainage
//========================================================================================================
criterion "InMap_A2_Drainage" "map" "a2_drainage" "required"
criterion "Speech_AlyxRussell_First_Manhack" "speech" "first_manhack" "required"
response PlayerVO_A2_Drainage_AlyxRussell_First_Manhack
{
criteria Concept_PlayerTalk Speech_AlyxRussell_First_Manhack
scene "scenes/act2/drainage/manhack_intro" speakonce
}
criterion "Speech_AlyxRussell_First_Dead_Combine" "speech" "first_dead_combine" "required"
response PlayerVO_A2_Drainage_AlyxRussell_First_Dead_Combine
{
criteria Concept_PlayerTalk Speech_AlyxRussell_First_Dead_Combine
scene "scenes/act2/drainage/first_dead_combine" speakonce
}
criterion "Speech_AlyxRussell_News_On_Dad_B" "speech" "news_on_dad_b" "required"
response PlayerVO_A2_Drainage_AlyxRussell_News_On_Dad_B
{
criteria Concept_PlayerTalk Speech_AlyxRussell_News_On_Dad_B
scene "scenes/act2/heard_from_dad_pt2" speakonce
}
criterion "Speech_AlyxRussell_Manhacks" "speech" "alert_manhacks" "required"
response PlayerVO_A2_Drainage_AlyxRussell_Manhacks
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Manhacks
scene "scenes/act2/drainage/manhacks" speakonce
}
criterion "Speech_AlyxRussell_OneToTen" "speech" "one_to_ten" "required"
response PlayerVO_A2_Drainage_AlyxRussell_OneToTen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_OneToTen
scene "scenes/alyx_russell_conversations/earth_before_scale_of_one_to_ten" speakonce
}
criterion "Speech_AlyxRussell_ThreeYearPlan" "speech" "three_year_plan" "required"
response PlayerVO_A2_Drainage_AlyxRussell_ThreeYearPlan
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ThreeYearPlan
scene "scenes/alyx_russell_conversations/russells_three_year_plan" predelay 1 speakonce
}
criterion "Speech_AlyxRussell_SecretLab" "speech" "secret_lab" "required"
response PlayerVO_A2_Drainage_AlyxRussell_SecretLab
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SecretLab
scene "scenes/alyx_russell_conversations/alyx_secret_lab" speakonce
}
criterion "Speech_AlyxRussell_AlyxJob" "speech" "alyx_job" "required"
response PlayerVO_A2_Drainage_AlyxRussell_AlyxJob
{
criteria Concept_PlayerTalk Speech_AlyxRussell_AlyxJob
scene "scenes/alyx_russell_conversations/convo_alyx_gets_a_job" speakonce
}
criterion "Speech_AlyxRussell_GunshotWarning" "speech" "gunshot_warning" "required"
response PlayerVO_A2_Drainage_AlyxRussell_GunshotWarning
{
criteria Concept_PlayerTalk Speech_AlyxRussell_GunshotWarning
scene "scenes/act2/drainage/barrel_maze_gunshot" speakonce
}
criterion "Speech_GettingDarkAgain" "speech" "getting_dark_again" "required"
response PlayerVO_GettingDarkAgain
{
criteria Concept_PlayerTalk Speech_GettingDarkAgain
scene "scenes/act2/drainage/getting_dark_again" interrupt_and_cancel speakonce
}
criterion "Speech_HangingCombine" "speech" "hanging_combine" "required"
response PlayerVO_HangingCombine
{
criteria Concept_PlayerTalk Speech_HangingCombine
scene "scenes/act2/drainage/alyx_react_hanging_dudes.vcd" predelay .5 speakonce
}
//========================================================================================================
// a2_trainyard
//========================================================================================================
criterion "Speech_ArriveFairview" "speech" "arrive_fairview" "required"
response PlayerVO_A2_Train_Yard_ArriveFairview
{
criteria Concept_PlayerTalk Speech_ArriveFairview
scene "scenes/act2/trainyard/arrive_at_fairview" interrupt_and_cancel speakonce
}
criterion "Speech_ArriveFairviewCombatPlatform" "speech" "arrive_fairview_combat_platform" "required"
response PlayerVO_A2_Train_Yard_ArriveFairviewCombatPlatform
{
criteria Concept_PlayerTalk Speech_ArriveFairviewCombatPlatform
scene "scenes/act2/trainyard/arrive_at_fairview_combat_platform" interrupt_and_cancel speakonce
}
criterion "Speech_Combine_Weapon_Banter" "speech" "combine_weapon_banter" "required"
response PlayerVO_A2_Train_Yard_Combine_Weapon_Banter
{
criteria Concept_PlayerTalk Speech_Combine_Weapon_Banter
scene "scenes/act2/trainyard/convo_combine_zombie_automatic_weapon_banter.vcd" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_KeepAnEyeOut" "speech" "keep_an_eye_out" "required"
response PlayerVO_A2_Trainyard_AlyxRussell_KeepAnEyeOut
{
criteria Concept_PlayerTalk Speech_AlyxRussell_KeepAnEyeOut
scene "scenes/act2/trainyard/keep_an_eye_out" interrupt_and_cancel speakonce
}
criterion "Speech_SeeCombineShootCitizen" "speech" "see_combine_shoot_citizen" "required"
response PlayerVO_A2_Train_Yard_SeeCombineShootCitizen
{
criteria Concept_PlayerTalk Speech_SeeCombineShootCitizen
scene "scenes/act2/trainyard/see_combine" interrupt_and_cancel speakonce
}
//========================================================================================================
// a3_station_street
//========================================================================================================
criterion "Speech_Combine_Looking_For_Us" "speech" "combine_looking_for_us" "required"
response PlayerVO_A3_Station_Street_Combine_Looking_For_Us
{
criteria Concept_PlayerTalk Speech_Combine_Looking_For_Us
scene "scenes/act2/trainyard/convo_combine_are_looking_for_us" speakonce
}
criterion "Speech_Russell_Pep_Talk" "speech" "russell_pep_talk" "required"
response PlayerVO_A3_Station_Street_Russell_Pep_Talk
{
criteria Concept_PlayerTalk Speech_Russell_Pep_Talk
scene "scenes/act2/trainyard/russell_pep_talk" interrupt_and_cancel speakonce
}
//criterion "Speech_Alyx_Excuse_me" "speech" "keycard_excuse_me" "required"
//response PlayerVO_A3_Station_Street_Alyx_Excuse_Me
//{
// criteria Concept_PlayerTalk Speech_Alyx_Excuse_me
// scene "scenes/act3/processing_plant/excuse_me" speakonce
//}
criterion "NotRecentlyInCombatStation" "time_since_combat" ">=3" "required"
criterion "Speech_Russell_DataPod" "speech" "data_pod" "required"
response PlayerVO_A3_Station_Street_DataPod
{
criteria Concept_PlayerTalk Speech_Russell_DataPod NotInCombat NotRecentlyInCombatStation
scene "scenes/act3/station_street/data_pod" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Look_Out_Window" "speech" "russell_look_out_window" "required"
response PlayerVO_A3_Station_Street_Russell_Look_Out_Window
{
criteria Concept_PlayerTalk Speech_Russell_Look_Out_Window
scene "scenes/act3/station_street/see_vault_prompt" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Look_Out_Window_Reminder" "speech" "russell_look_out_window_reminder" "required"
response PlayerVO_A3_Station_Street_Russell_Look_Out_Window_Reminder
{
criteria Concept_PlayerTalk Speech_Russell_Look_Out_Window_Reminder
scene "scenes/act3/station_street/see_vault_reminder" speakonce
}
criterion "Speech_Russell_Keypad_Prompt" "speech" "russell_keypad_prompt" "required"
response PlayerVO_A3_Station_Street_Russell_Keypad_Prompt
{
criteria Concept_PlayerTalk Speech_Russell_Keypad_Prompt
scene "scenes/act3/station_street/see_vault_keypad_prompt" speakonce
}
criterion "Speech_AlyxRussell_See_Vault" "speech" "alyx_russell_see_vault" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_Vault
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Vault
scene "scenes/act3/station_street/see_vault_conversation" speakonce
}
criterion "Speech_Alyx_See_Vault_Cables" "speech" "alyx_see_cables" "required"
response PlayerVO_A3_Station_Street_Alyx_Vault_See_Cables
{
criteria Concept_PlayerTalk Speech_Alyx_See_Vault_Cables
scene "scenes/act3/station_street/alyx_look_at_vault_lot_of_cables" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Leaves_Vault_View" "speech" "alyx_russell_leaves_vault_view" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_Leaves_Vault
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Leaves_Vault_View
scene "scenes/act3/station_street/see_vault_refusal" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_NewsOnDad3" "speech" "news_on_dad_3" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_NewsOnDad3
{
criteria Concept_PlayerTalk Speech_AlyxRussell_NewsOnDad3
scene "scenes/act3/station_street/news_on_dad_3" interrupt_and_cancel speakonce
}
// ---- GRENADE TRAINING ----
criterion "Speech_Alyx_Open_Grenades" "speech" "open_grenades" "required"
response PlayerVO_A3_Station_Open_Grenades
{
criteria Concept_PlayerTalk Speech_Alyx_Open_Grenades
scene "scenes/act3/station_street/grenades_open" speakonce
}
criterion "Speech_Alyx_Barnacle_Grenade_Feed" "speech" "barnacle_grenade_feed" "required"
response PlayerVO_A3_Station_Barnacle_Grenade_Feed
{
criteria Concept_PlayerTalk Speech_Alyx_Barnacle_Grenade_Feed
scene "scenes/act3/station_street/barnacle_grenade_feed" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Barnacle_Grenade_Death" "speech" "barnacle_grenade_death" "required"
response PlayerVO_A3_Station_Barnacle_Grenade_Death
{
criteria Concept_PlayerTalk Speech_Alyx_Barnacle_Grenade_Death
scene "scenes/act3/station_street/barnacle_grenade_death" interrupt_and_cancel predelay 2 speakonce
}
criterion "Speech_Alyx_Zombie_Grenade_Drop" "speech" "zombie_grenade_drop" "required"
response PlayerVO_A3_Station_Zombie_Grenade_Drop
{
criteria Concept_PlayerTalk Speech_Alyx_Zombie_Grenade_Drop
scene "scenes/act3/station_street/zombie_grenade_drop" speakonce
}
criterion "Speech_Alyx_Zombie_Grenade_Death" "speech" "zombie_grenade_death" "required"
response PlayerVO_A3_Station_Zombie_Grenade_Death
{
criteria Concept_PlayerTalk Speech_Alyx_Zombie_Grenade_Death
scene "scenes/act3/station_street/zombie_grenade_death" predelay 2 speakonce
}
criterion "Speech_Alyx_Grenade_Toss_Success" "speech" "grenade_toss_success" "required"
response PlayerVO_A3_Station_Grenade_Toss_Succes
{
criteria Concept_PlayerTalk Speech_Alyx_Grenade_Toss_Success
scene "scenes/act3/station_street/grenade_toss_success" interrupt_and_cancel speakonce
}
// missed grenade tosses
criterion "Speech_Alyx_Grenade_Toss_Fail" "speech" "grenade_toss_fail" "required"
response PlayerVO_Grenade_Toss_Fail
{
criteria Concept_PlayerTalk Speech_Alyx_Grenade_Toss_Fail
scene "scenes/act3/station_street/grenade_toss_fail_1"
scene "scenes/act3/station_street/grenade_toss_fail_2"
scene "scenes/act3/station_street/grenade_toss_fail_3"
scene "scenes/act3/station_street/grenade_toss_fail_4"
scene "scenes/act3/station_street/grenade_toss_fail_5"
sequential
norepeat
}
criterion "Speech_Station_Street_CombineMonitor" "speech" "station_street_monitor" "required"
response PlayerVO_A3_Station_Street_Monitor
{
criteria Concept_PlayerTalk Speech_Station_Street_CombineMonitor
scene "scenes/act3/station_street/see_combine_monitor" speakonce
}
criterion "Speech_Station_Street_Overwatch" "speech" "station_street_overwatch" "required"
response PlayerVO_A3_Station_Street_Overwatch
{
criteria Concept_PlayerTalk Speech_Station_Street_Overwatch
scene "scenes/act3/station_street/station_street_overwatch" speakonce
}
criterion "Speech_AlyxRussell_Station_Puzzle_Alarm" "speech" "station_street_puzzle_alarm" "required"
response PlayerVO_A3_Station_Street_Puzzle_Alarm
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Station_Puzzle_Alarm
scene "scenes/act3/station_street/alyx_triggers_toner_puzzle_alarm" speakonce
}
// ---- HOTEL ----
criterion "Speech_AlyxRussell_See_Hotel" "speech" "alyx_russell_see_hotel" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_See_Hotel
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Hotel
scene "scenes/act3/station_street/see_hotel" speakonce
}
criterion "Speech_AlyxRussell_See_Substation" "speech" "alyx_russell_see_substation" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_See_Substation
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Substation
scene "scenes/act3/station_street/see_substation" speakonce
}
criterion "Speech_AlyxRussell_See_Substation_Cables" "speech" "alyx_russell_see_substation_cables" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_See_Substation_Cables
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Substation_Cables
scene "scenes/act3/station_street/see_substation_cables" speakonce
}
criterion "Speech_AlyxRussell_Cant_Use_Elevator" "speech" "alyx_russell_cant_use_elevator" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_Cant_Use_Elevator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Cant_Use_Elevator
scene "scenes/act3/station_street/cant_use_elevator" speakonce
}
criterion "Speech_Russell_Cant_Use_Elevator_Hint_2" "speech" "russell_cant_use_elevator_hint_2" "required"
response PlayerVO_A3_Station_Street_Russell_Cant_Use_Elevator_Hint_2
{
criteria Concept_PlayerTalk Speech_Russell_Cant_Use_Elevator_Hint_2
scene "scenes/act3/station_street/cant_use_elevator_hint_2" speakonce
}
criterion "Speech_AlyxRussell_Elevator_Cuts_Out" "speech" "alyx_russell_elevator_cuts_out" "required"
response PlayerVO_A3_Station_Street_AlyxRussell_Elevator_Cuts_Out
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Elevator_Cuts_Out
scene "scenes/act3/station_street/elevator_russell_cuts_out" speakonce
}
//========================================================================================================
// a3_hotel_lobby_basement
//========================================================================================================
criterion "InMap_A3_Hotel_Lobby_Basement" "map" "a3_hotel_lobby_basement" "required"
// ---- ELEVATOR POWER GOES OUT ----
criterion "Speech_AlyxRussell_SeeElevator" "speech" "hotel_see_elevator" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_SeeElevator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeElevator
scene "scenes/act3/hotel_lobby_basement/see_elevator" speakonce
}
criterion "Speech_AlyxRussell_See_Hotel_Stairs" "speech" "hotel_see_stairs" "required"
criterion "Alyx_Not_Entered_Breaker_Room" "entered_breaker_room" "!=1" "required"
criterion "Alyx_Entered_Breaker_Room" "entered_breaker_room" "1" "required"
response PlayerVO_AlyxRussell_Hotel_LookAtStairs
{
scene "scenes/act3/hotel_lobby_basement/look_at_stairs" interrupt_and_cancel speakonce
}
rule PlayerVO_AlyxRussell_Hotel_LookAtStairs_Rule
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Hotel_Stairs Alyx_Not_Entered_Breaker_Room
response PlayerVO_AlyxRussell_Hotel_LookAtStairs
applycontext "saw_hotel_stairs:1"
}
criterion "Alyx_Not_Saw_Stairs" "saw_hotel_stairs" "!=1" "required"
criterion "Alyx_Saw_Stairs" "saw_hotel_stairs" "1" "required"
criterion "Alyx_Solved_BreakerRoom" "solved_breaker_room" "1" "required" // has completed part 1
criterion "Speech_AlyxRussell_LookForBreakerBox" "speech" "look_for_breaker_box" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_LookForBreakerBox
{
criteria Concept_PlayerTalk Speech_AlyxRussell_LookForBreakerBox Alyx_Not_Entered_Breaker_Room
scene "scenes/act3/hotel_lobby_basement/look_for_breaker_box" interrupt_and_cancel speakonce
}
// ---- ENTER BREAKER BOX ROOM ----
criterion "Speech_AlyxRussell_Enter_Breaker_Room" "speech" "enter_breaker_room" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_Enter_Breaker_Room_Stairs
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Enter_Breaker_Room Alyx_Saw_Stairs
scene "scenes/act3/hotel_lobby_basement/breaker_room_saw_stairs" interrupt_and_cancel speakonce
}
response PlayerVO_A3_Hotel_Lobby_Basement_Enter_Breaker_Room_No_Stairs
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Enter_Breaker_Room Alyx_Not_Saw_Stairs
scene "scenes/act3/hotel_lobby_basement/breaker_room_no_stairs" interrupt_and_cancel speakonce
}
// this never fires, removing and replacing with logic in map
//response PlayerVO_A3_Hotel_Lobby_Basement_Enter_Breaker_Room_ReEnter
//{
// criteria Concept_PlayerTalk Speech_AlyxRussell_Enter_Breaker_Room Alyx_Entered_Breaker_Room Alyx_Solved_BreakerRoom
// scene "scenes/act3/hotel_lobby_basement/breaker_room_reenter" interrupt_and_cancel speakonce
//}
criterion "Speech_AlyxRussell_Enter_Breaker_RoomSolved" "speech" "enter_breaker_room_solved" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_Enter_Breaker_Room_ReEnter_Solved
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Enter_Breaker_RoomSolved
scene "scenes/act3/hotel_lobby_basement/breaker_room_reenter" interrupt_and_cancel speakonce
}
// ---- TONER PART 1 STARTED ----
criterion "Speech_AlyxRussell_StartBreakerRoomToner" "speech" "start_breaker_room_toner" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_StartBreakerRoomToner
{
criteria Concept_PlayerTalk Speech_AlyxRussell_StartBreakerRoomToner
scene "scenes/act3/hotel_lobby_basement/start_breaker_room_toner" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_WiringCommentary" "speech" "wiring_commentary" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_WiringCommentary
{
criteria Concept_PlayerTalk Speech_AlyxRussell_WiringCommentary
scene "scenes/act3/hotel_lobby_basement/breaker_box_intro" interrupt_and_cancel speakonce
}
// ---- TONER PART 1 STARTED NOT FINISHED ---
criterion "Speech_AlyxRussell_CheckElevatorEarly" "speech" "check_elevator_early" "required" // "...rats nest, elevator still not on..."
response PlayerVO_A3_Hotel_Lobby_Basement_CheckElevator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_CheckElevatorEarly
scene "scenes/act3/hotel_lobby_basement/check_elevator_button_after_breaker_puzzle" speakonce
}
//criterion "Speech_AlyxRussell_ElevatorPowerOff" "speech" "elevator_power_off" "required"
//response PlayerVO_A3_Hotel_Lobby_Basement_ElevatorPowerOff
//{
// criteria Concept_PlayerTalk Speech_AlyxRussell_ElevatorPowerOff //Alyx_Entered_Breaker_Room
// scene "scenes/act3/hotel_lobby_basement/elevator_power_off" speakonce
//}
// ---- TONER PART 1 COMPLETE ----
criterion "Speech_AlyxRussell_BreakerRoomSolved" "speech" "breaker_room_solved" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_BreakerRoomSolved
{
criteria Concept_PlayerTalk Speech_AlyxRussell_BreakerRoomSolved
scene "scenes/act3/hotel_lobby_basement/breaker_room_solved" interrupt_and_cancel speakonce
}
// ---- TONER PART 2 COMPLETE ----
criterion "Speech_AlyxRussell_ElevatorTonerSolved" "speech" "elevator_toner_solved" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_ElevatorTonerSolved
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ElevatorTonerSolved
scene "scenes/act3/hotel_lobby_basement/elevator_toner_solved" interrupt_and_cancel predelay 1 speakonce
}
// ---- PUSHED BUTTON ----
criterion "Speech_AlyxRussell_ElevatorButtonPressed" "speech" "elevator_button_pressed" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_ElevatorButtonPressed
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ElevatorButtonPressed
scene "scenes/act3/hotel_lobby_basement/elevator_button_pressed" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_UseLadder" "speech" "use_ladder" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_UseLadder
{
criteria Concept_PlayerTalk Speech_AlyxRussell_UseLadder
scene "scenes/act3/hotel_lobby_basement/use_ladder" interrupt_and_cancel speakonce
}
// ---- PIANO ----
criterion "Speech_AlyxRussell_Use_Piano" "speech" "use_piano" "required"
criterion "FirstPianoLinePlayed" "first_piano_line_played" "1" "required"
response PlayerVO_A3_AlyxRussell_Use_Piano
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Use_Piano NotInCombat
scene "scenes/act3/hotel/play_piano" interrupt_and_cancel speakonce
applycontext "first_piano_line_played:1"
}
criterion "Speech_AlyxRussell_Use_Piano_Followup" "speech" "use_piano_followup" "required"
response PlayerVO_A3_AlyxRussell_Use_Piano_Followup
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Use_Piano_Followup FirstPianoLinePlayed NotInCombat
scene "scenes/act3/hotel/play_piano_follow_up" interrupt_and_cancel speakonce predelay 3
}
// ---- XEN FOLIAGE ----
criterion "Speech_AlyxRussell_XenFoliageElevatorTop" "speech" "xen_foliage_elevator_top" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_XenFoliageElevatorTop
{
criteria Concept_PlayerTalk Speech_AlyxRussell_XenFoliageElevatorTop
scene "scenes/act3/hotel_lobby_basement/xen_foliage_elevator_top" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_ClownDoorKnob" "speech" "clown_door_knob" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_ClownDoorknob
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ClownDoorKnob
scene "scenes/act3/hotel_lobby_basement/clown_door_knob" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_TouchBlueXen" "speech" "touch_blue_xen" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_TouchBlueXen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_TouchBlueXen
scene "scenes/act3/hotel_lobby_basement/touch_blue_xen" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_TouchSpikeXen" "speech" "touch_xen_spike" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_TouchSpikeXen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_TouchSpikeXen
scene "scenes/act3/hotel_lobby_basement/touch_xen_tentacle" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_XenPustuleIntro" "speech" "xen_pustule_intro" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_XenPustuleIntro
{
criteria Concept_PlayerTalk Speech_AlyxRussell_XenPustuleIntro
scene "scenes/act3/hotel_lobby_basement/xen_pustule_intro" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_MattressMan" "speech" "mattress_man" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_MattressMan
{
criteria Concept_PlayerTalk Speech_AlyxRussell_MattressMan
scene "scenes/act3/hotel_lobby_basement/mattress_man" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_MattressManClose" "speech" "mattress_man_close" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_MattressManClose
{
criteria Concept_PlayerTalk Speech_AlyxRussell_MattressManClose
scene "scenes/act3/hotel_lobby_basement/mattress_man_close" interrupt_and_cancel predelay 1 speakonce
}
criterion "Speech_AlyxRussell_XenFoliageSmell" "speech" "xen_foliage_smell" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_XenFoliageSmell
{
criteria Concept_PlayerTalk Speech_AlyxRussell_XenFoliageSmell
scene "scenes/act3/hotel_lobby_basement/touch_xen_foliage_smell" speakonce
}
criterion "Speech_AlyxRussell_SnatchGrenade" "speech" "snatch_grenade" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_SnatchGrenade
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SnatchGrenade
scene "scenes/act3/hotel_lobby_basement/snatch_grenade" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstReviverIntro" "speech" "first_reviver_intro" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_FirstReviverIntro
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstReviverIntro
scene "scenes/act3/hotel_lobby_basement/first_reviver_intro" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstReviverIntroFollowUp" "speech" "first_reviver_intro_follow_up" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_FirstReviverIntroFollowUp
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstReviverIntroFollowUp
scene "scenes/act3/hotel_lobby_basement/first_reviver_intro_follow_up" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstReviverKilled" "speech" "first_reviver_killed" "required"
criterion "PlayerPickedUpReviverHeart" "player_pickup_object_classname" "prop_reviver_heart" "required"
criterion "PlayerHoldingHeart" "player_picked_up_heart" "1" "required"
criterion "PlayerNotTalkedAboutHeart" "player_talked_about_heart" "!=1" "required"
criterion "ReviverDeadIntroFinished" "reviver_dead_intro_finished" "1" "required"
// if player is holding the heart play additional line
criterion "ReviverDead_HeartCheck" "heart_check" "1" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_FirstReviverKilled
{
scene "scenes/act3/hotel_lobby_basement/kill_first_reviver" speakonce then self TLK_PLAYER_MAP_TALK heart_check:1 1
}
rule PlayerVO_A3_Hotel_Lobby_Basement_FirstReviverKilled_Rule
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstReviverKilled InMap_A3_Hotel_Lobby_Basement
response PlayerVO_A3_Hotel_Lobby_Basement_FirstReviverKilled
applycontext "reviver_dead_intro_finished:1"
}
response PlayerVO_A3_Hotel_Lobby_Basement_PickedUpReviverHeart
{
scene "scenes/act3/hotel_lobby_basement/holding_reviver_heart"
}
rule PlayerVO_A3_Hotel_Lobby_Basement_PickedUpReviverHeart_Rule
{
criteria Concept_PlayerTalk PlayerHoldingHeart ReviverDead_HeartCheck InMap_A3_Hotel_Lobby_Basement
response PlayerVO_A3_Hotel_Lobby_Basement_PickedUpReviverHeart
applycontext "player_talked_about_heart:1"
}
response PlayerVO_A3_Hotel_Lobby_Basement_PickedUpReviverHeartLater
{
criteria Concept_PlayerPickup ReviverDeadIntroFinished PlayerNotTalkedAboutHeart PlayerPickedUpReviverHeart InMap_A3_Hotel_Lobby_Basement
scene "scenes/act3/hotel_lobby_basement/pickup_reviver_heart"
norepeat
}
//========================================================================================================
// a3_hotel_undergound_pit
//========================================================================================================
// ---- ELEVATOR SPOTTED ----
criterion "Speech_AlyxRussell_See_Substation_Elevator" "speech" "see_substation_elevator" "required"
response PlayerVO_A3_Hotel_Undergound_SubElevator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_See_Substation_Elevator
scene "scenes/act3/hotel/see_substation_elevator" interrupt_and_cancel speakonce
}
// ---- REVIVER ----
criterion "Speech_AlyxRussell_SecondReviver_Encounter" "speech" "second_reviver_encounter" "required"
response PlayerVO_A3_Hotel_Undergound_SecondReviver_Encounter
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SecondReviver_Encounter
scene "scenes/act3/hotel_underground_pit/second_reviver_encounter" speakonce
}
criterion "Speech_AlyxRussell_SecondReviver_EnterZombie" "speech" "second_reviver_enter_zombie" "required"
response PlayerVO_A3_Hotel_Undergound_SecondReviver_EnterZombie
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SecondReviver_EnterZombie
scene "scenes/act3/hotel_underground_pit/second_reviver_enter_zombie" cancel_existing speakonce
}
criterion "Speech_AlyxRussell_SecondReviver_Killed" "speech" "second_reviver_killed" "required"
response PlayerVO_A3_Hotel_Undergound_SecondReviver_Killed
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SecondReviver_Killed
scene "scenes/act3/hotel_underground_pit/second_reviver_killed" speakonce
}
// ---- ELEVATOR ----
criterion "Speech_AlyxRussell_Hotel_Found_Elevator" "speech" "underground_found_elevator" "required"
response PlayerVO_A3_Hotel_Undergound_Found_Elevator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_Found_Elevator
scene "scenes/act3/hotel_underground_pit/found_elevator_out_of_pit" speakonce
}
criterion "Speech_AlyxRussell_Hotel_Below_Substation" "speech" "underground_below_substation" "required"
response PlayerVO_A3_Hotel_Undergound_Below_Substation
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_Below_Substation
scene "scenes/act3/hotel_interior_rooftop/just_below_substation" speakonce
}
// ---- ELEVATOR RIDE ----
criterion "Speech_AlyxRussell_Hotel_Dad_Back" "speech" "underground_dad_back" "required"
response PlayerVO_A3_Hotel_Undergound_Dad_Back
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_Dad_Back
scene "scenes/act3/hotel_underground_pit/convo_alyx_russell_dad_back_by_now" speakonce
}
criterion "Speech_AlyxRussell_ShirtlessZombie" "speech" "shirtless_zombie" "required"
response PlayerVO_A3_Hotel_Lobby_Basement_ShirtlessZombie
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ShirtlessZombie
scene "scenes/act3/hotel_lobby_basement/shirtless_zombie" interrupt_and_cancel speakonce
}
//========================================================================================================
// a3_hotel_interior_rooftop
//========================================================================================================
criterion "Speech_AlyxRussell_Hotel_Touch_Xen" "speech" "hotel_interior_touch_xen" "required"
response PlayerVO_A3_Hotel_Interior_Touch_Xen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_Touch_Xen
scene "scenes/act3/hotel/convo_xen_foliage_touching_cancer" speakonce
}
criterion "Speech_AlyxRussell_Hotel_CombineShield" "speech" "hotel_interior_combine_shield" "required"
response PlayerVO_A3_Hotel_Interior_CombineShield
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_CombineShield
scene "scenes/act3/hotel_interior_rooftop/combine_wall_hotel" speakonce
}
criterion "Speech_AlyxRussell_Hotel_SeePowerHandle" "speech" "hotel_interior_power_handle" "required"
response PlayerVO_A3_Hotel_Interior_SeePowerHandle
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_SeePowerHandle
scene "scenes/act3/hotel_interior_rooftop/on_see_power_handle" speakonce
}
criterion "Speech_AlyxRussell_Hotel_LightsOut" "speech" "hotel_interior_lights_out" "required"
response PlayerVO_A3_Hotel_Interior_LightsOut
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_LightsOut
scene "scenes/act3/hotel_interior_rooftop/lights_go_out_reaction" speakonce
}
criterion "Speech_AlyxRussell_Hotel_FindRapid" "speech" "hotel_find_rapid" "required"
response PlayerVO_A3_Hotel_Interior_FindRapid
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Hotel_FindRapid
scene "scenes/act3/hotel/find_rapidfire.vcd" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_ThirdReviver_Encounter" "speech" "third_reviver_encounter" "required"
response PlayerVO_A3_Hotel_Interior_ThirdReviver_Encounter
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ThirdReviver_Encounter
scene "scenes/act3/hotel_interior_rooftop/third_reviver_encounter" speakonce
}
criterion "Speech_AlyxRussell_ThirdReviver_Killed" "speech" "third_reviver_killed" "required"
response PlayerVO_A3_Hotel_Interior_ThirdReviver_Killed
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ThirdReviver_Killed
scene "scenes/act3/hotel_interior_rooftop/third_reviver_killed" speakonce
}
//========================================================================================================
// a3_hotel_street
//========================================================================================================
// ---- SUBSTATION ----
criterion "Speech_AlyxRussell_Substation_Arrive" "speech" "substation_arrive" "required"
response PlayerVO_A3_AlyxRussell_Substation_Arrive
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Substation_Arrive
scene "scenes/act3/hotel_interior_rooftop/substation/arrive_at_substation" speakonce
}
criterion "Speech_AlyxRussell_Sub_Enter" "speech" "substation_enter" "required"
response PlayerVO_A3_AlyxRussell_Substation_Enter
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Sub_Enter
scene "scenes/act3/hotel_interior_rooftop/substation/if_player_enters_vort_room" speakonce
}
criterion "Speech_AlyxRussell_Sub_Arrive_Controls" "speech" "substation_arrive_controls" "required"
response PlayerVO_A3_AlyxRussell_Substation_Arrive_Controls
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Sub_Arrive_Controls
scene "scenes/act3/hotel_interior_rooftop/substation/arrive_at_cable_controls" speakonce
}
//criterion "Speech_AlyxRussell_Substation_Shoot_Shielding" "speech" "substation_shoot_shielding" "required"
//response PlayerVO_A3_AlyxRussell_Substation_Shoot_Shielding
//{
// criteria Concept_PlayerTalk Speech_AlyxRussell_Substation_Shoot_Shielding
// scene "scenes/act3/hotel_interior_rooftop/substation/if_player_shoots_shielding" speakonce
//}
// Delayed after interaction with console. When played logic removes "substation_enter" so it doesn't trigger
criterion "Speech_AlyxRussell_Substation_Shoot_Hint" "speech" "substation_shoot_hint" "required"
response PlayerVO_A3_AlyxRussell_Substation_Shoot_Hint
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Substation_Shoot_Hint
scene "scenes/act3/hotel_interior_rooftop/substation/shoot_the_cables_hint" speakonce
}
criterion "Speech_AlyxRussell_Substation_Shoot_Cable" "speech" "substation_shoot_cable" "required"
response PlayerVO_A3_AlyxRussell_Substation_Shoot_Cable
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Substation_Shoot_Cable
scene "scenes/act3/hotel_interior_rooftop/substation/shoot_first_cable" speakonce
}
criterion "Speech_AlyxRussell_Substation_Deactivate" "speech" "substation_deactivate" "required"
response PlayerVO_A3_AlyxRussell_Substation_Deactivate
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Substation_Deactivate
scene "scenes/vort_substations/vort_substation_2019_russell_cable_vo" interrupt_and_cancel speakonce
}
// ---- POST RESCUE ELEVATOR RIDE ----
criterion "Speech_AlyxRussell_Post_Hotel_Vista_2" "speech" "post_hotel_vista_2" "required"
response PlayerVO_A3_AlyxRussell_Post_Hotel_Vista_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Post_Hotel_Vista_2
scene "scenes/act3/hotel/post_hotel_vista_2" speakonce
}
// ---- HOTEL STREET COMBAT ----
criterion "Speech_AlyxRussell_Overwatch_Cooperate" "speech" "overwatch_cooperate" "required"
response PlayerVO_A3_AlyxRussell_Overwatch_Cooperate
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Overwatch_Cooperate
scene "scenes/act3/hotel/post_combat_overwatch_cooperate_response" speakonce
}
// ---- COURTYARD COMBAT ----
criterion "Speech_AlyxRussell_Post_Hotel_Vista_1" "speech" "post_hotel_vista_1" "required"
response PlayerVO_A3_AlyxRussell_Post_Hotel_Vista_1
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Post_Hotel_Vista_1
scene "scenes/act3/hotel/post_hotel_vista_1" speakonce
}
criterion "Speech_AlyxRussell_Saying_My_Name" "speech" "saying_my_name" "required"
response PlayerVO_A3_AlyxRussell_Saying_My_Name
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Saying_My_Name
scene "scenes/responses/alyx_first_combine_calls_out_alyx" interrupt_and_cancel speakonce
}
// ---- BRIDGE CROSSING ----
criterion "Speech_AlyxRussell_Eli_Returns" "speech" "eli_returns" "required"
response PlayerVO_A3_AlyxRussell_Eli_Returns
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Eli_Returns
scene "scenes/act3/eli_returns" speakonce
}
//========================================================================================================
// a3_processing_plant
//========================================================================================================
criterion "Speech_AlyxRussell_Asks_About_Eli" "speech" "asks_about_eli" "required"
response PlayerVO_A3_AlyxRussell_Asks_About_Eli
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Asks_About_Eli
scene "scenes/act3/processing_plant/convo_alyx_asks_about_eli" speakonce
}
criterion "Speech_AlyxRussell_Suppressor_Finished" "speech" "suppressor_finished" "required"
response PlayerVO_A3_AlyxRussell_Suppressor_Finished
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Suppressor_Finished
scene "scenes/act3/processing_plant/alyx_react_suppressor_fight.vcd" speakonce
}
criterion "Speech_AlyxRussell_Post_Hotel_Vista_3" "speech" "post_hotel_vista_3" "required"
response PlayerVO_A3_AlyxRussell_Post_Hotel_Vista_3
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Post_Hotel_Vista_3
scene "scenes/act3/hotel/post_hotel_vista_3" speakonce
}
// ---- VORT TAKEDOWN ----
criterion "Speech_AlyxRussell_Construction_Yard_Vista" "speech" "construction_yard_vista" "required"
response PlayerVO_A3_AlyxRussell_Construction_Yard_Vista
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Construction_Yard_Vista
scene "scenes/act3/processing_plant/construction_yard_vista" speakonce
}
// ---- SMALL COURTYARD ----
criterion "Speech_AlyxRussell_Got_Company" "speech" "got_company" "required"
response PlayerVO_A3_AlyxRussell_Got_Company
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Got_Company
scene "scenes/act3/processing_plant/russ_youve_got_company" speakonce
}
// ---- LARGE COURTYARD ----
criterion "Speech_AlyxRussell_Return_Of_The_Drone" "speech" "return_of_the_drone" "required"
response PlayerVO_A3_AlyxRussell_Return_Of_The_Drone
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Return_Of_The_Drone
scene "scenes/act3/processing_plant/return_of_the_drone" speakonce
}
criterion "Speech_AlyxRussell_Enter_Distillery" "speech" "enter_distillery" "required"
response PlayerVO_A3_AlyxRussell_Enter_Distillery
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Enter_Distillery
scene "scenes/act3/processing_plant/enter_distillery" interrupt_and_cancel speakonce
}
//========================================================================================================
// a3_distillery
//========================================================================================================
criterion "Speech_AlyxRussell_Vodka_Tutorial" "speech" "distillery_vodka" "required"
response PlayerVO_A3_Distillery_Vodka_Tutorial
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Vodka_Tutorial
scene "scenes/act3/distillery/alyx_russell_vodka_tutorial" speakonce
}
criterion "Speech_AlyxRussell_Distillery_Vista" "speech" "distillery_vista" "required"
response PlayerVO_a3_distillery_vista
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Distillery_Vista
scene "scenes/act3/distillery/alyx_russell_distillery_vista" speakonce
}
criterion "Speech_AlyxRussell_Cuts_Out" "speech" "distillery_russell_cuts_out" "required"
response PlayerVO_A3_Distillery_AlyxRussell_Cuts_Out
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Cuts_Out
scene "scenes/act3/distillery/alyx_russell_cuts_out" speakonce
}
criterion "Speech_AlyxRussell_Returns" "speech" "distillery_russell_returns" "required"
response PlayerVO_A3_Distillery_AlyxRussell_Returns
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Returns
scene "scenes/act3/distillery/alyx_russell_returns" speakonce
}
criterion "Speech_AlyxRussell_Map_Data" "speech" "russell_map_data" "required"
response PlayerVO_A3_Distillery_AlyxRussell_Map_Data
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Map_Data
scene "scenes/act3/distillery/russells_map_data" speakonce
}
criterion "Speech_AlyxRussell_Antlions_1" "speech" "russell_antlions_1" "required"
response PlayerVO_A3_Distillery_AlyxRussell_Antlions_1
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Antlions_1
scene "scenes/act3/distillery/russell_knows_about_antlions_1" speakonce
}
criterion "Speech_Alyx_Blindzombie_Relieved_04" "speech" "alyx_blindzombie_relieved_04" "required"
response PlayerVO_A3_Distillery_Alyx_Blindzombie_Relieved_04
{
criteria Concept_PlayerTalk Speech_Alyx_Blindzombie_Relieved_04
scene "scenes/act3/distillery/alyx_blindzombie_relieved_04" speakonce
}
criterion "Speech_Alyx_Blindzombie_Gasp_02" "speech" "alyx_blindzombie_gasp_02" "required"
response PlayerVO_A3_Distillery_Alyx_Blindzombie_Gasp_02
{
criteria Concept_PlayerTalk Speech_Alyx_Blindzombie_Gasp_02
scene "scenes/act3/distillery/alyx_blindzombie_gasp_02" speakonce
}
criterion "Speech_Alyx_Blindzombie_Relieved_03" "speech" "alyx_blindzombie_relieved_03" "required"
response PlayerVO_A3_Distillery_Alyx_Blindzombie_Relieved_03
{
criteria Concept_PlayerTalk Speech_Alyx_Blindzombie_Relieved_03
scene "scenes/act3/distillery/alyx_blindzombie_relieved_03" speakonce
}
criterion "Speech_Alyx_Squished_Jeff" "speech" "alyx_squished_jeff" "required"
response PlayerVO_A3_Distillery_Alyx_Squished_Jeff
{
criteria Concept_PlayerTalk Speech_Alyx_Squished_Jeff
scene "scenes/act3/distillery/alyx_squished_jeff" speakonce
}
criterion "Speech_Alyx_Blindzombie_Relieved_02" "speech" "alyx_blindzombie_relieved_02" "required"
response PlayerVO_A3_Distillery_Alyx_Blindzombie_Relieved_02
{
criteria Concept_PlayerTalk Speech_Alyx_Blindzombie_Relieved_02
scene "scenes/act3/distillery/alyx_blindzombie_relieved_02" speakonce
}
criterion "Speech_Alyx_Russell_Sees_Jeff" "speech" "alyx_russell_sees_jeff" "required"
response PlayerVO_A3_Distillery_Alyx_Russell_Sees_Jeff
{
criteria Concept_PlayerTalk Speech_Alyx_Russell_Sees_Jeff
scene "scenes/act3/distillery/alyx_russell_sees_jeff" speakonce
}
criterion "Speech_Russell_Open_The_Plug" "speech" "russell_open_the_plug" "required"
response PlayerVO_A3_Distillery_Russell_Open_The_Plug
{
criteria Concept_PlayerTalk Speech_Russell_Open_The_Plug
scene "scenes/act3/distillery/russell_open_the_plug" speakonce
}
criterion "Speech_Russell_Find_Console_01" "speech" "russell_find_console_01" "required"
response PlayerVO_A3_Distillery_Russell_Find_Console_01
{
criteria Concept_PlayerTalk Speech_Russell_Find_Console_01
scene "scenes/act3/distillery/russell_find_console_01" speakonce
}
criterion "Speech_Russell_Find_Console_02" "speech" "russell_find_console_02" "required"
response PlayerVO_A3_Distillery_Russell_Find_Console_02
{
criteria Concept_PlayerTalk Speech_Russell_Find_Console_02
scene "scenes/act3/distillery/russell_find_console_02" speakonce
}
criterion "Speech_Alyx_Russell_Sees_Jeff_Whispered" "speech" "alyx_russell_sees_jeff_whispered" "required"
response PlayerVO_A3_Distillery_Alyx_Russell_Sees_Jeff_Whispered
{
criteria Concept_PlayerTalk Speech_Alyx_Russell_Sees_Jeff_Whispered
scene "scenes/act3/distillery/alyx_russell_sees_jeff_whispered" speakonce
}
criterion "Speech_Alyx_Russell_Battery_Insert_01" "speech" "alyx_russell_battery_insert_01" "required"
response PlayerVO_A3_Distillery_Alyx_Russell_Battery_Insert_01
{
criteria Concept_PlayerTalk Speech_Alyx_Russell_Battery_Insert_01
scene "scenes/act3/distillery/alyx_russell_battery_insert_01" speakonce
}
criterion "Speech_Alyx_Russell_Battery_Insert_02" "speech" "alyx_russell_battery_insert_02" "required"
response PlayerVO_A3_Distillery_Alyx_Russell_Battery_Insert_02
{
criteria Concept_PlayerTalk Speech_Alyx_Russell_Battery_Insert_02
scene "scenes/act3/distillery/alyx_russell_battery_insert_02" speakonce
}
criterion "Speech_Alyx_Russell_Battery_Insert_03" "speech" "alyx_russell_battery_insert_03" "required"
response PlayerVO_A3_Distillery_Alyx_Russell_Battery_Insert_03
{
criteria Concept_PlayerTalk Speech_Alyx_Russell_Battery_Insert_03
scene "scenes/act3/distillery/alyx_russell_battery_insert_03" speakonce
}
//========================================================================================================
// a4_c17_zoo
//========================================================================================================
criterion "InMap_A4_C17_Zoo" "map" "a4_c17_zoo" "required"
criterion "Speech_AlyxRussell_Antlions_2" "speech" "russell_antlions_2" "required"
response PlayerVO_A4_C17_Zoo_AlyxRussell_Antlions_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Antlions_2
scene "scenes/act4/russell_knows_about_antlions_2" cancel_existing speakonce
}
// start here
criterion "Speech_AlyxRussell_HoldingVodka" "speech" "radio_holding_vodka" "required"
criterion "Alyx_Holding_Vodka" "holding_vodka" "1" "required"
criterion "Alyx_Holding_Vodka_Multi" "holding_vodka_multi" "1" "required"
criterion "Alyx_Not_Holding_Vodka" "holding_vodka" "!=1" "required"
criterion "Alyx_Not_Holding_Vodka_Multi" "holding_vodka_multi" "!=1" "required"
response PlayerVO_EliPrison_No_Vodka
{
criteria Concept_PlayerTalk Speech_AlyxRussell_HoldingVodka Alyx_Not_Holding_Vodka Alyx_Not_Holding_Vodka_Multi
scene "scenes/act4/eli_prison_no_vodka" speakonce
}
response PlayerVO_EliPrison_Holding_Vodka
{
criteria Concept_PlayerTalk Speech_AlyxRussell_HoldingVodka Alyx_Holding_Vodka Alyx_Not_Holding_Vodka_Multi
scene "scenes/act4/eli_prison_holding_vodka" speakonce
}
response PlayerVO_EliPrison_Holding_Vodka_Multi
{
criteria Concept_PlayerTalk Speech_AlyxRussell_HoldingVodka Alyx_Holding_Vodka_Multi
scene "scenes/act4/eli_prison_holding_vodka_multi.vcd" speakonce
}
criterion "Speech_AlyxRussell_EliVault" "speech" "eli_vault" "required"
response PlayerVO_EliVault
{
criteria Concept_PlayerTalk Speech_AlyxRussell_EliVault
scene "scenes/act4/eli_vault" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Gorilla" "speech" "zoo_gorilla" "required"
response PlayerVO_ZooGorilla
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Gorilla
scene "scenes/act4/zoo_gorilla" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_EliPrison" "speech" "eli_prison" "required"
response PlayerVO_EliPrison
{
criteria Concept_PlayerTalk Speech_AlyxRussell_EliPrison
scene "scenes/act4/eli_prison_2" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Antlion_Experiment" "speech" "antlion_experiment" "required"
response PlayerVO_A4_C17_Water_Tower_Antlion_Experiment
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Antlion_Experiment
scene "scenes/act4/water_tower/antlion_experiment" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Asks_About_Data_Pod" "speech" "alyx_asks_about_data_pod" "required"
response PlayerVO_A4_Zoo_Alyx_Asks_Data_Pod
{
criteria Concept_PlayerTalk Speech_Alyx_Asks_About_Data_Pod
scene "scenes/act4/zoo_alyx_asks_about_datapod" interrupt_and_cancel speakonce
}
//========================================================================================================
// a4_c17_tanker_yard
//========================================================================================================
criterion "InMap_A4_C17_Tanker_Yard" "map" "a4_c17_tanker_yard" "required"
criterion "Speech_AlyxRussell_VaultGravityBeams" "speech" "vault_gravity_beams" "required"
response PlayerVO_A4_C17_Tanker_Yard_VaultGravityBeams
{
criteria Concept_PlayerTalk Speech_AlyxRussell_VaultGravityBeams
scene "scenes/act4/tanker_yard/vault_gravity_beams" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_SeePerson" "speech" "see_person_abandoned_building" "required"
response PlayerVO_A4_C17_Tanker_Yard_SeePerson
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeePerson
scene "scenes/act4/tanker_yard/see_person_abandoned_building" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_RadioAboutGordon" "speech" "radio_about_gordon" "required"
response PlayerVO_A4_C17_Tanker_Yard_RadioAboutGordon
{
criteria Concept_PlayerTalk Speech_AlyxRussell_RadioAboutGordon
scene "scenes/act4/radio_about_gordon" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_RadioWheresGordonBeen" "speech" "radio_wheres_gordon_been" "required"
response PlayerVO_A4_C17_Tanker_Yard_RadioWheresGordonBeen
{
criteria Concept_PlayerTalk Speech_AlyxRussell_RadioWheresGordonBeen
scene "scenes/act4/radio_wheres_gorden_been" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_RadioSavingHumanity" "speech" "radio_saving_humanity" "required"
response PlayerVO_A4_C17_Tanker_Yard_RadioSavingHumanity
{
criteria Concept_PlayerTalk Speech_AlyxRussell_RadioSavingHumanity
scene "scenes/act4/radio_saving_humanity" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_RadioVaultSecurity" "speech" "radio_vault_security" "required"
response PlayerVO_A4_C17_Tanker_Yard_RadioVaultSecurity
{
criteria Concept_PlayerTalk Speech_AlyxRussell_RadioVaultSecurity
scene "scenes/act4/radio_about_vault_security_access_the_bridge" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Manhole_Vista_1" "speech" "manhole_vista_1" "required"
response PlayerVO_A4_C17_Tanker_Yard_AlyxRussell_Manhole_Vista_1
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Manhole_Vista_1
scene "scenes/act4/manhole_vista_last_station_falls" speakonce
}
criterion "Speech_AlyxRussell_Manhole_Vista_2" "speech" "manhole_vista_2" "required"
response PlayerVO_A4_C17_Tanker_Yard_AlyxRussell_Manhole_Vista_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Manhole_Vista_2
scene "scenes/act4/manhole_vista_part2" speakonce
}
criterion "Speech_AlyxRussell_Manhole_Vista_3" "speech" "manhole_vista_3" "required"
response PlayerVO_A4_C17_Tanker_Yard_AlyxRussell_Manhole_Vista_3
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Manhole_Vista_3
scene "scenes/act4/manhole_vista_part3" speakonce
}
criterion "Speech_AlyxEli_Tanker_Yard_Vista" "speech" "tanker_yard_vista" "required"
response PlayerVO_A4_C17_Tanker_Yard_AlyxEli_Tanker_Yard_Vista
{
criteria Concept_PlayerTalk Speech_AlyxEli_Tanker_Yard_Vista
scene "scenes/act4/eli_tanker_yard_vista" speakonce
}
criterion "Speech_Alyx_Combine_Wall_Closing_Radio_Reaction" "speech" "combine_wall_closing_radio_reaction" "required"
response PlayerVO_A4_Alyx_Combine_Wall_Closing_Radio_Reaction
{
criteria Concept_PlayerTalk Speech_Alyx_Combine_Wall_Closing_Radio_Reaction
scene "scenes/act4/tanker_yard/combine_wall_closing_radio_reaction" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Substation_Collapse_Radio_Reaction1" "speech" "substation_collapse_radio_reaction1" "required"
response PlayerVO_A4_Alyx_Substation_Collapse_Radio_Reaction1
{
criteria Concept_PlayerTalk Speech_Alyx_Substation_Collapse_Radio_Reaction1
scene "scenes/act4/tanker_yard/substation_collapse_radio_reaction1" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Substation_Collapse_Radio_Reaction2" "speech" "substation_collapse_radio_reaction2" "required"
response PlayerVO_A4_Alyx_Substation_Collapse_Radio_Reaction2
{
criteria Concept_PlayerTalk Speech_Alyx_Substation_Collapse_Radio_Reaction2
scene "scenes/act4/tanker_yard/substation_collapse_radio_reaction2" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Substation_Collapse_Radio_Reaction3" "speech" "substation_collapse_radio_reaction3" "required"
response PlayerVO_A4_Alyx_Substation_Collapse_Radio_Reaction3
{
criteria Concept_PlayerTalk Speech_Alyx_Substation_Collapse_Radio_Reaction3
scene "scenes/act4/tanker_yard/substation_collapse_radio_reaction3" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Crowbar" "speech" "alyx_crowbar" "required"
response PlayerVO_A4_Alyx_Crowbar
{
criteria Concept_PlayerTalk Speech_Alyx_Crowbar NotInCombat
scene "scenes/act4/tanker_yard/alyx_russ_convo_about_the_crowbar" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Gordon_Concern" "speech" "alyx_gordon_concern" "required"
response PlayerVO_A4_Alyx_Gordon_Concern
{
criteria Concept_PlayerTalk Speech_Alyx_Gordon_Concern NotInCombat
scene "scenes/act4/tanker_yard/alyx_russ_convo_what_are_they_doing_to_gordon" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Russ_Come_Fight" "speech" "alyx_russ_come_fight" "required"
response PlayerVO_A4_Alyx_Russ_Come_Fight
{
criteria Concept_PlayerTalk Speech_Alyx_Russ_Come_Fight
scene "scenes/act4/tanker_yard/alyx_reaction_post_antlion_fight" interrupt_and_cancel speakonce
}
//========================================================================================================
// a4_c17_water_tower
//========================================================================================================
criterion "Speech_AlyxRussell_SeeControlRoom" "speech" "see_control_room" "required"
response PlayerVO_A4_C17_Water_Tower_SeeControlRoom
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeControlRoom
scene "scenes/act4/water_tower/see_control_room" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_ControlsDeadAhead" "speech" "controls_dead_ahead" "required"
response PlayerVO_A4_C17_Water_Tower_ControlsDeadAhead
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ControlsDeadAhead
scene "scenes/act4/water_tower/controls_dead_ahead" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_ButtonAppears" "speech" "button_appears" "required"
response PlayerVO_A4_C17_Water_Tower_ButtonAppears
{
criteria Concept_PlayerTalk Speech_AlyxRussell_ButtonAppears
scene "scenes/act4/water_tower/button_appears" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Water_Tower_Generator" "speech" "water_tower_see_generator" "required"
response PlayerVO_A4_C17_Water_Tower_Generator
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Water_Tower_Generator
scene "scenes/act4/water_tower_see_generator" speakonce
}
criterion "Speech_AlyxRussell_Water_Tower_Vault_Falls" "speech" "vault_falls" "required"
response PlayerVO_A4_C17_Water_Tower_Vault_Falls
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Water_Tower_Vault_Falls
scene "scenes/act4/vault_falls" speakonce
}
criterion "Speech_AlyxRussell_Water_Tower_Vault_Falls_No_Look" "speech" "vault_falls_no_look" "required"
response PlayerVO_A4_C17_Water_Tower_Vault_Falls_No_Look
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Water_Tower_Vault_Falls_No_Look
scene "scenes/act4/vault_falls_no_look" speakonce
}
criterion "Speech_Alyx_Immediate_Response_To_Overwatch_Alert" "speech" "alyx_immediate_response_to_overwatch_alert" "required"
response PlayerVO_A4_Alyx_Immediate_Response_To_Overwatch_Alert
{
criteria Concept_PlayerTalk Speech_Alyx_Immediate_Response_To_Overwatch_Alert
scene "scenes/act4/control_room/alyx_immediate_response_to_overwatch_alert" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Overload_React1" "speech" "alyx_overload_react1" "required"
response PlayerVO_A4_Alyx_Overload_React1
{
criteria Concept_PlayerTalk Speech_Alyx_Overload_React1
scene "scenes/act4/control_room/alyx_overload_react1" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_Overload_React2" "speech" "alyx_overload_react2" "required"
response PlayerVO_A4_Alyx_Overload_React2
{
criteria Concept_PlayerTalk Speech_Alyx_Overload_React2
scene "scenes/act4/control_room/alyx_overload_react2" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_React_Something_Bad" "speech" "alyx_react_something_bad" "required"
response PlayerVO_A4_Alyx_React_Something_Bad
{
criteria Concept_PlayerTalk Speech_Alyx_React_Something_Bad
scene "scenes/act4/control_room/alyx_react_something_bad" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_When_Bridge_Stops" "speech" "alyx_when_bridge_stops" "required"
response PlayerVO_A4_Alyx_When_Bridge_Stops
{
criteria Concept_PlayerTalk Speech_Alyx_When_Bridge_Stops
scene "scenes/act4/control_room/alyx_when_bridge_stops" interrupt_and_cancel speakonce
}
criterion "Speech_Alyx_When_Bridge_Stops_Expected_Alt" "speech" "alyx_when_bridge_stops_expected_alt" "required"
response PlayerVO_A4_Alyx_When_Bridge_Stops_Expected_Alt
{
criteria Concept_PlayerTalk Speech_Alyx_When_Bridge_Stops_Expected_Alt
scene "scenes/act4/control_room/alyx_when_bridge_stops_expected_alt" interrupt_and_cancel speakonce
}
criterion "Speech_Approach_Controls_Eli_Alyx_Convo" "speech" "approach_controls_eli_alyx_convo" "required"
response PlayerVO_A4_Approach_Controls_Eli_Alyx_Convo
{
criteria Concept_PlayerTalk Speech_Approach_Controls_Eli_Alyx_Convo
scene "scenes/act4/control_room/approach_controls_eli_alyx_convo" cancel_existing speakonce
}
criterion "Speech_Reaction_To_All_Levers_Appearing" "speech" "reaction_to_all_levers_appearing" "required"
response PlayerVO_A4_Reaction_To_All_Levers_Appearing
{
criteria Concept_PlayerTalk Speech_Reaction_To_All_Levers_Appearing
scene "scenes/act4/control_room/reaction_to_all_levers_appearing" interrupt_and_cancel speakonce
}
criterion "Speech_Reaction_To_All_Levers_Appearing_Dock_Vault_Alt" "speech" "reaction_to_all_levers_appearing_dock_vault_alt" "required"
response PlayerVO_A4_Reaction_To_All_Levers_Appearing_Dock_Vault_Alt
{
criteria Concept_PlayerTalk Speech_Reaction_To_All_Levers_Appearing_Dock_Vault_Alt
scene "scenes/act4/control_room/reaction_to_all_levers_appearing_dock_vault_alt" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Lever_Nag1" "speech" "russell_lever_nag1" "required"
response PlayerVO_A4_Russell_Lever_Nag1
{
criteria Concept_PlayerTalk Speech_Russell_Lever_Nag1
scene "scenes/act4/control_room/russell_lever_nag1" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Lever_Nag2" "speech" "russell_lever_nag2" "required"
response PlayerVO_A4_Russell_Lever_Nag2
{
criteria Concept_PlayerTalk Speech_Russell_Lever_Nag2
scene "scenes/act4/control_room/russell_lever_nag2" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Lever_Nag3" "speech" "russell_lever_nag3" "required"
response PlayerVO_A4_Russell_Lever_Nag3
{
criteria Concept_PlayerTalk Speech_Russell_Lever_Nag3
scene "scenes/act4/control_room/russell_lever_nag3" interrupt_and_cancel speakonce
}
criterion "Speech_Russell_Overload_React1" "speech" "russell_overload_react1" "required"
response PlayerVO_A4_Russell_Overload_React1
{
criteria Concept_PlayerTalk Speech_Russell_Overload_React1
scene "scenes/act4/control_room/russell_overload_react1" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Alyx_Maybe" "speech" "bad_lever_alyx_maybe" "required"
response PlayerVO_A4_Bad_Lever_Alyx_Maybe
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Alyx_Maybe
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_alyx_maybe" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Alyx_Ooh_Ok_Definitely_Not" "speech" "bad_lever_alyx_ooh_ok_definitely_not" "required"
response PlayerVO_A4_Bad_Lever_Alyx_Ooh_Ok_Definitely_Not
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Alyx_Ooh_Ok_Definitely_Not
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_alyx_ooh_ok_definitely_not" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Alyx_That_Doesnt_Look_Good" "speech" "bad_lever_alyx_that_doesnt_look_good" "required"
response PlayerVO_A4_Bad_Lever_Alyx_That_Doesnt_Look_Good
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Alyx_That_Doesnt_Look_Good
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_alyx_that_doesnt_look_good" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Alyx_Thats_Not_It" "speech" "bad_lever_alyx_thats_not_it" "required"
response PlayerVO_A4_Bad_Lever_Alyx_Thats_Not_It
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Alyx_Thats_Not_It
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_alyx_thats_not_it" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_Alyx_Why_Isnt_Bridge_Moving" "speech" "bad_lever_russell_alyx_why_isnt_bridge_moving" "required"
response PlayerVO_A4_Bad_Lever_Russell_Alyx_Why_Isnt_Bridge_Moving
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_Alyx_Why_Isnt_Bridge_Moving
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_alyx_why_isnt_bridge_moving" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_Callout_To_Alyx" "speech" "bad_lever_russell_callout_to_alyx" "required"
response PlayerVO_A4_Bad_Lever_Russell_Callout_To_Alyx
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_Callout_To_Alyx
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_callout_to_alyx" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_No_Not_That_One" "speech" "bad_lever_russell_no_not_that_one" "required"
response PlayerVO_A4_Bad_Lever_Russell_No_Not_That_One
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_No_Not_That_One
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_no_not_that_one" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_No_Thats_Not_The_Bridge" "speech" "bad_lever_russell_no_thats_not_the_bridge" "required"
response PlayerVO_A4_Bad_Lever_Russell_No_Thats_Not_The_Bridge
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_No_Thats_Not_The_Bridge
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_no_thats_not_the_bridge" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_Nope" "speech" "bad_lever_russell_nope" "required"
response PlayerVO_A4_Bad_Lever_Russell_Nope
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_Nope
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_nope" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_Oh_God" "speech" "bad_lever_russell_oh_god" "required"
response PlayerVO_A4_Bad_Lever_Russell_Oh_God
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_Oh_God
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_oh_god" interrupt_and_cancel speakonce
}
criterion "Speech_Bad_Lever_Russell_Worse_Nope" "speech" "bad_lever_russell_worse_nope" "required"
response PlayerVO_A4_Bad_Lever_Russell_Worse_Nope
{
criteria Concept_PlayerTalk Speech_Bad_Lever_Russell_Worse_Nope
scene "scenes/act4/control_room/lever_pull_reactions/bad_lever_russell_worse_nope" interrupt_and_cancel speakonce
}
criterion "Speech_Entering_Tower_Confirmation" "speech" "alyx_entering_tower_confirmation" "required"
response PlayerVO_A4_Entering_Tower_Confirmation
{
criteria Concept_PlayerTalk Speech_Entering_Tower_Confirmation
scene "scenes/act4/water_tower/alyx_entering_tower_confirmation" interrupt_and_cancel speakonce
}
criterion "Speech_Water_Tower_Post_Combat" "speech" "water_tower_post_combat" "required"
response PlayerVO_A4_Water_Tower_Post_Combat
{
criteria Concept_PlayerTalk Speech_Water_Tower_Post_Combat
scene "scenes/act4/water_tower/watertower_post_combat_getting_close.vcd " interrupt_and_cancel speakonce
}
criterion "Speech_Water_Tower_Last_Upgrade_Station" "speech" "last_upgrade_station" "required"
response PlayerVO_A4_Water_Tower_Last_Upgrade_Station
{
criteria Concept_PlayerTalk Speech_Water_Tower_Last_Upgrade_Station
scene "scenes/act4/water_tower/convo_see_last_upgrade_station.vcd" speakonce
}
//==================================================
// russell pull the lever nags
//==================================================
criterion "RussellLeverNag" "speech" "russell_lever_nag" "required"
response PlayerVO_RussellLeverNag
{
criteria Concept_PlayerTalk RussellLeverNag
scene "scenes/act4/control_room/russell_lever_nag1"
scene "scenes/act4/control_room/russell_lever_nag2"
scene "scenes/act4/control_room/russell_lever_nag3"
}
//========================================================================================================
// a4_parking_garage
//========================================================================================================
criterion "Speech_AlyxRussell_Parking_AfterExplosion" "speech" "after_explosion" "required"
response PlayerVO_A4_Parking_AfterExplosion
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_AfterExplosion
scene "scenes/act4/parking_garage/after_explosion" speakonce
}
criterion "Speech_AlyxRussell_Parking_Vault_Is_Down" "speech" "vault_is_down" "required"
response PlayerVO_A4_Parking_Vault_Is_Down
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Vault_Is_Down
scene "scenes/act4/vault_is_down" speakonce
}
criterion "Speech_AlyxRussell_Parking_Arrive_At_Gun" "speech" "arrive_at_gun" "required"
response PlayerVO_A4_Parking_Arrive_At_Gun
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Arrive_At_Gun
scene "scenes/act4/arrive_at_gun" speakonce
}
criterion "Speech_AlyxRussell_Parking_Arrive_At_Gun_Shooting" "speech" "arrive_at_gun_shooting" "required"
response PlayerVO_A4_Parking_Arrive_At_Gun_Shooting
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Arrive_At_Gun_Shooting
scene "scenes/act4/arrive_at_gun_shooting" speakonce
}
criterion "Speech_AlyxRussell_Parking_Deactivated_Strider" "speech" "deactivated_strider" "required"
response PlayerVO_A4_Parking_Deactivated_Strider
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Deactivated_Strider
scene "scenes/act4/deactivated_strider" speakonce
}
criterion "ChanceToPlayGunFirstHit" "randomnum" "<50" "required"
criterion "Speech_AlyxRussell_Parking_Gun_First_Hit" "speech" "gun_first_hit" "required"
response PlayerVO_A4_Parking_Gun_First_Hit
{
criteria Concept_PlayerTalk ChanceToPlayGunFirstHit Speech_AlyxRussell_Parking_Gun_First_Hit
scene "scenes/act4/gun_first_hit" speakonce
}
criterion "Speech_AlyxRussell_Parking_See_Mounted_Gun" "speech" "see_mounted_gun" "required"
response PlayerVO_A4_Parking_See_Mounted_Gun
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_See_Mounted_Gun
scene "scenes/act4/see_mounted_gun" speakonce
}
criterion "Speech_AlyxRussell_Parking_Strider_Alive" "speech" "strider_is_alive" "required"
response PlayerVO_A4_Parking_Strider_Alive
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Strider_Alive
scene "scenes/act4/strider_is_alive" speakonce
}
criterion "Speech_AlyxRussell_Parking_Strider_Owns_Itself" "speech" "strider_owns_itself" "required"
response PlayerVO_A4_Parking_Strider_Owns_Itself
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Strider_Owns_Itself
scene "scenes/act4/strider_owns_itself" speakonce
}
criterion "Speech_AlyxRussell_Parking_TractorBeam" "speech" "see_tractor_beam" "required"
response PlayerVO_A4_Parking_Russell_TractorBeam
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_TractorBeam
scene "scenes/act4/see_tractor_beam" speakonce
}
criterion "Speech_AlyxRussell_Parking_Russell_Goodbye" "speech" "russell_goodbye" "required"
response PlayerVO_A4_Parking_Russell_Goodbye
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Russell_Goodbye
scene "scenes/act5/goodbye_russell" cancel_existing speakonce
}
criterion "Speech_AlyxRussell_Parking_Eli_Warning" "speech" "eli_warning" "required"
response PlayerVO_A4_Parking_Eli_Warning
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Eli_Warning
scene "scenes/act5/eli_warning" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_StriderDies" "speech" "strider_dies" "required"
response PlayerVO_A4_Parking_StriderDies
{
criteria Concept_PlayerTalk Speech_AlyxRussell_StriderDies
scene "scenes/act4/strider_dies_alyx_russell_reaction" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_Parking_Strider_ShotAt" "speech" "strider_shot_at" "required"
response PlayerVO_A4_Parking_Strider_ShotAt
{
criteria Concept_PlayerTalk Speech_AlyxRussell_Parking_Strider_ShotAt
scene "scenes/act4/parking_garage/strider_shot_by_gun" interrupt_and_cancel speakonce
}
//========================================================================================================
// Alyx & Russell conversations
//========================================================================================================
criterion "Speech_AlyxRussell_FirstMultiTool" "speech" "first_multitool_use" "required"
response PlayerVO_AlyxRussell_FirstMultiTool
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstMultiTool
scene "scenes/act2/quarantine_entrance/alyx_russell_first_multitool" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstMultiTool_2" "speech" "first_multitool_2" "required"
response PlayerVO_AlyxRussell_FirstMultiTool_2
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstMultiTool_2
scene "scenes/act2/quarantine_entrance/alyx_russell_first_multitool_2" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstMultiTool_Solve" "speech" "first_multitool_solve" "required"
response PlayerVO_AlyxRussell_FirstMultiTool_Solve
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstMultiTool_Solve
scene "scenes/act2/quarantine_entrance/alyx_russell_first_multitool_solve" speakonce
}
// health station
criterion "Speech_AlyxRussell_FirstHealthStation" "speech" "first_healthstation" "required"
criterion "HealthStationOpened" "health_station_open" "1" "required"
criterion "HealthStationClosed" "health_station_open" "!=1" "required"
response PlayerVO_AlyxRussell_FirstHealthStation_Rule
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHealthStation
scene "scenes/alyx_russell_conversations/first_health_station" speakonce then self TLK_PLAYER_MAP_TALK health_station_2:1 1
applycontext "talked_about_health_station:1"
}
criterion "TalkedAboutHealthStation" "talked_about_health_station" "1" "required"
criterion "HealthStationNext" "health_station_2" "1" "required"
response PlayerVO_AlyxRussell_FirstHealthStation_Use
{
criteria Concept_PlayerTalk HealthStationNext
response PlayerVO_AlyxRussell_FirstHealthStation_Open
{
criteria HealthStationOpened
scene "scenes/alyx_russell_conversations/first_health_station_open" interrupt_and_cancel speakonce
}
response PlayerVO_AlyxRussell_FirstHealthStation_Closed
{
criterion HealthStationClosed
scene "scenes/alyx_russell_conversations/first_health_station_closed" interrupt_and_cancel speakonce
}
}
criterion "Speech_AlyxRussell_FirstHealthStation_Healing" "speech" "first_healthstation_use" "required"
response PlayerVO_AlyxRussell_FirstHealthStation_Healing
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHealthStation_Healing TalkedAboutHealthStation
scene "scenes/alyx_russell_conversations/first_health_station_use" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_FirstHealthStation_Done" "speech" "first_healthstation_done" "required"
response PlayerVO_AlyxRussell_FirstHealthStation_Done
{
criteria Concept_PlayerTalk Speech_AlyxRussell_FirstHealthStation_Done TalkedAboutHealthStation
scene "scenes/alyx_russell_conversations/first_health_station_done" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_PostMultiTool" "speech" "post_multitool_use" "required"
response PlayerVO_AlyxRussell_PostMultiTool
{
criteria Concept_PlayerTalk Speech_AlyxRussell_PostMultiTool
scene "scenes/act2/quarantine_entrance/alyx_russell_post_multitool" interrupt_and_cancel speakonce
}
// no longer using this
// use map triggers to apply/remove this context to limit areas where the reponse happens
//criterion "CanTalkAboutGloves" "can_talk_about_gloves" "1" "required"
//response PlayerVO_AlyxRussell_GravityGloves
//{
// criteria IsPlayer CanTalkAboutGloves Concept_PlayerUsedGravityGloves
// scene "scenes/alyx_russell_conversations/gravity_gloves" speakonce
//}
// use map triggers to apply/remove this context to limit areas where the reponse happens
criterion "CanTalkAboutGloveCounters" "can_talk_about_glove_counters" "1" "required"
response PlayerVO_AlyxRussell_GravityGloveCounters
{
criteria IsPlayer CanTalkAboutGloveCounters Concept_PlayerUsedGravityGloves NotInCombat
scene "scenes/alyx_russell_conversations/alyx_russell_glove_counters"
norepeat
}
//ammo hint
criterion "Speech_AlyxRussell_AmmoHint" "speech" "alyx_russell_find_ammo" "required"
response PlayerVO_AlyxRussell_AmmoHint
{
criteria Concept_PlayerTalk Speech_AlyxRussell_AmmoHint
scene "scenes/act2/quarantine_entrance/alyx_russell_find_ammo" interrupt_and_cancel speakonce
}
criterion "Speech_AlyxRussell_QZoneIntro" "speech" "alyx_russell_qzone_intro" "required"
response PlayerVO_AlyxRussell_QZoneIntro
{
criteria Concept_PlayerTalk Speech_AlyxRussell_QZoneIntro
scene "scenes/act2/quarantine_entrance/alyx_russell_qzone_intro" interrupt_and_cancel speakonce predelay 1
}
//=========================================================================================
// floppy disk
//=========================================================================================
criterion "IsDiscovery_Floppy" "modelname" "models/props_discoverable/floppy_disk_download_internet.vmdl" required
response PlayerVO_AlyxRussell_DownLoadInternet
{
scene "scenes/alyx_russell_conversations/russell_downloaded_the_internet" interrupt_and_cancel speakonce
}
rule PlayerVO_AlyxRussell_DownLoadInternet_rule
{
criteria IsPlayer Concept_PlayerDiscovery IsDiscovery_Floppy
response PlayerVO_AlyxRussell_DownLoadInternet
applycontext "down_load_internet:1"
}
//==================================
// health pen reactions
//==================================
criterion "UsedHealthPen" "used_health_pen" "1" "required"
criterion "NotUsedHealthPen" "used_health_pen" "!=1" "required"
criterion "Step1NotPlayed" "step_1_played" "!=1" "required"
criterion "HealthPen_Step2" "health_pen_step" "2" "required"
criterion "HealthPen_Step3" "health_pen_step" "3" "required"
criterion "HealthPen_Step4" "health_pen_step" "4" "required"
// make step 1 map dependent
// STEP 1: Starts here.
response PlayerVO_HealthPen_1_Pistol
{
criteria IsPlayer Concept_PlayerPickup PlayerPickupFromWorld PlayerPickedUpHealthPen InMap_a2_pistol Step1NotPlayed
scene "scenes/responses/alyx_first_healthpen_pickup_a" then self TLK_PLAYER_MAP_TALK health_pen_step:2 1
applycontext "step_1_played:1"
}
response PlayerVO_HealthPen_1_Hideout
{
criteria IsPlayer Concept_PlayerPickup PlayerPickupFromWorld PlayerPickedUpHealthPen InMap_a2_hideout Step1NotPlayed
scene "scenes/responses/alyx_first_healthpen_pickup_a" then self TLK_PLAYER_MAP_TALK health_pen_step:2 1
applycontext "step_1_played:1"
}
response PlayerVO_HealthPen_1_Tunnels
{
criteria IsPlayer Concept_PlayerPickup PlayerPickupFromWorld PlayerPickedUpHealthPen InMap_a2_headcrabs_tunnel Step1NotPlayed
scene "scenes/responses/alyx_first_healthpen_pickup_a" then self TLK_PLAYER_MAP_TALK health_pen_step:2 1
applycontext "step_1_played:1"
}
response PlayerVO_HealthPen_1_Drainage
{
criteria IsPlayer Concept_PlayerPickup PlayerPickupFromWorld PlayerPickedUpHealthPen InMap_a2_drainage Step1NotPlayed
scene "scenes/responses/alyx_first_healthpen_pickup_a" then self TLK_PLAYER_MAP_TALK health_pen_step:2 1
applycontext "step_1_played:1"
}
response PlayerVO_HealthPen_2
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step2 NotUsedHealthPen
scene "scenes/responses/alyx_first_healthpen_pickup_b" then self TLK_PLAYER_MAP_TALK health_pen_step:3 1
}
// if player used pen during conversation
response PlayerVO_HealthPenQuickUse
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step2 UsedHealthPen
scene "scenes/responses/alyx_healthpen_quick_use" interrupt_and_cancel
}
response PlayerVO_HealthPen_3
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step3
scene "scenes/responses/alyx_first_healthpen_pickup_c" then self TLK_PLAYER_MAP_TALK health_pen_step:4 1
}
rule PlayerVO_HealthPen_3_QuickUse_Rule
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step3 UsedHealthPen
response PlayerVO_HealthPenQuickUse
}
response PlayerVO_HealthPen_4
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step4
scene "scenes/responses/alyx_first_healthpen_pickup_d"
}
rule PlayerVO_HealthPen_4_QuickUse_Rule
{
criteria IsPlayer Concept_PlayerTalk HealthPen_Step4 UsedHealthPen
response PlayerVO_HealthPenQuickUse
}
//========================================================================================================
// Resin Reactions
//========================================================================================================
criterion "HasNotPickedUpResin" "resin_picked_up" "!=1" "required"
// First pickup, doesn't matter what type
response PlayerVO_FirstResinPickup_Response
{
criteria IsPlayer Concept_PlayerPickup PlayerCurrency_Pickup_Small PlayerPickupFromWorld HasNotPickedUpResin
response ResinPickupQZ
{
criteria InMap_a2_quarantine_entrance
scene "scenes/act2/quarantine_entrance/alyx_russell_first_resin" interrupt_and_cancel
applycontext "resin_picked_up:1"
}
response ResinPickupPistol
{
criteria InMap_a2_pistol
scene "scenes/act2/quarantine_entrance/alyx_russell_first_resin" interrupt_and_cancel
applycontext "resin_picked_up:1"
}
}
//===========================================
// start hacking a trip mine
//===========================================
criterion "Speech_StartTripmineHack" "speech" "start_tripmine_hack" "required"
response PlayerVO_StartTrimineHack
{
criteria Concept_PlayerTalk Speech_StartTripmineHack
scene "scenes/responses/russell_tripmine_hack.vcd" speakonce
}
//========================================================================================================
// Upgrade Stations
//========================================================================================================
criterion "Speech_AlyxRussell_SeeUpgradeStation" "speech" "see_upgrade_station" "required"
response PlayerVO_a2_pistol_SeeUpgradeStation
{
scene "scenes/act2/pistol/alyx_russell_first_fabricator" speakonce
}
rule PlayerVO_a2_pistol_SeeUpgradeStation
{
criteria Concept_PlayerTalk Speech_AlyxRussell_SeeUpgradeStation NotInCombat
response PlayerVO_a2_pistol_SeeUpgradeStation
applycontext "found_upgrade_station:1"
}
criterion "Speech_AlyxRussell_CantAffordUpgrades" "speech" "cant_afford_upgrades" "required"
criterion "PlayerHasLowResin" "current_crafting_currency" "<10" required
response PlayerVO_CantAffordUpgrades
{
criteria Concept_PlayerTalk Speech_AlyxRussell_CantAffordUpgrades PlayerHasLowResin NotInCombat
scene "scenes/act2/pistol/player_doesnt_have_enough_resin_first_upgrade.vcd" predelay 3 speakonce
applycontext "found_upgrade_station:1"
}
//========================================================================================================
// Upgrade weapons
//========================================================================================================
response PlayerVO_PistolUpgrade
{
criteria IsPlayer WeaponPistol Concept_PlayerUpgradePickup
scene "scenes/responses/upgrade_pistol_1"
scene "scenes/responses/upgrade_pistol_2"
scene "scenes/responses/upgrade_pistol_3"
scene "scenes/responses/upgrade_pistol_4"
sequential
norepeat
}
response PlayerVO_ShotgunUpgrade
{
criteria IsPlayer WeaponShotgun Concept_PlayerUpgradePickup
scene "scenes/responses/upgrade_shotgun_1"
scene "scenes/responses/upgrade_shotgun_2"
scene "scenes/responses/upgrade_shotgun_3"
scene "scenes/responses/upgrade_shotgun_4"
sequential
norepeat
}
response PlayerVO_RapidFireUpgrade
{
criteria IsPlayer WeaponRapidFire Concept_PlayerUpgradePickup
scene "scenes/responses/upgrade_rifle_1"
scene "scenes/responses/upgrade_rifle_2"
scene "scenes/responses/upgrade_rifle_3"
sequential
norepeat
}
//========================================================================================================
// Headcrab on alyx's head
//========================================================================================================
criterion "Speech_HeadCrabStruggle" "speech" "headcrab_struggle" "required"
criterion "Speech_HeadCrabPostStruggle" "speech" "post_headcrab_struggle" "required"
criterion "HeadCrabStruggleLong" "headcrab_struggle_long" "!=1" "required"
criterion "HeadCrabStruggleShort" "headcrab_struggle_long" "1" "required"
response PlayerVO_HeadCrabOnHead_Struggle
{
criteria Concept_PlayerTalk Speech_HeadCrabStruggle
response PlayerVO_HeadCrabOnHead_Struggle_Long
{
criteria HeadCrabStruggleLong
scene "scenes/responses/headcrab_struggle_long" cancel_existing
applycontext "headcrab_struggle_long:1"
}
response PlayerVO_HeadCrabOnHead_Struggle_Short
{
criteria HeadCrabStruggleShort
speak "vo.01_00001" cancel_existing
speak "vo.01_00002" cancel_existing
speak "vo.01_00004" cancel_existing
speak "vo.01_00010" cancel_existing
speak "vo.01_00012" cancel_existing
}
}
criterion "HeadCrabPostStruggleLong" "headcrab_post_struggle_long" "!=1" "required"
criterion "HeadCrabPostStruggleShort" "headcrab_post_struggle_long" "1" "required"
response PlayerVO_HeadCrabOnHead_PostStruggle
{
criteria Concept_PlayerTalk Speech_HeadCrabPostStruggle
response PlayerVO_HeadCrabOnHead_Post_Struggle_Long
{
criteria HeadCrabPostStruggleLong
scene "scenes/responses/headcrab_post_struggle_long" interrupt_and_cancel
applycontext "headcrab_post_struggle_long:1"
}
response PlayerVO_HeadCrabOnHead_Post_Struggle_Short
{
criteria HeadCrabPostStruggleShort
speak "vo.01_99956" interrupt_and_cancel
speak "vo.01_99957" interrupt_and_cancel
speak "vo.01_99966" interrupt_and_cancel
speak "vo.01_99970" interrupt_and_cancel
speak "vo.01_99975" interrupt_and_cancel
speak "vo.01_99976" interrupt_and_cancel
}
}
//========================================================================================================
// Inventory speech
//========================================================================================================
response PlayerVO_Pistol_ClipAmmoLow_Response
{
criteria IsPlayer Concept_PlayerPullFromBag PlayerPickupFromBag IsPlayerHoldingPistol
response
{
criteria NotInCombat
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_70649" noscene weight 48
speak "vo.01_70653" noscene weight 36
speak "vo.01_70654" noscene weight 36
speak "vo.01_70655" noscene weight 36
speak "vo.01_70657" noscene weight 36
speak "vo.01_71065" noscene weight 36
speak "vo.01_71067" noscene weight 36
speak "vo.01_71069" noscene weight 36
speak "vo.01_20209" noscene weight 36
speak "vo.01_20199" noscene weight 36
speak "vo.01_71055" noscene weight 12
speak "vo.01_71063" noscene weight 12
speak "vo.01_71071" noscene weight 12
speak "vo.01_20207" noscene weight 4
}
response
{
criteria PlayerAmmoLast
speak "vo.01_20225" noscene weight 48
speak "vo.01_70672" noscene weight 48
speak "vo.01_70664" noscene weight 48
speak "vo.01_70835" noscene weight 48
speak "vo.01_70838" noscene weight 48
speak "vo.01_20229" noscene weight 36
speak "vo.01_70666" noscene weight 36
speak "vo.01_70671" noscene weight 36
speak "vo.01_70677" noscene weight 36
speak "vo.01_70825" noscene weight 36
speak "vo.01_70829" noscene weight 36
speak "vo.01_70834" noscene weight 36
speak "vo.01_70665" noscene weight 12
speak "vo.01_70669" noscene weight 12
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_20259" noscene weight 48
speak "vo.01_20269" noscene weight 48
speak "vo.01_20249" noscene weight 36
speak "vo.01_20255" noscene weight 36
speak "vo.01_20263" noscene weight 36
speak "vo.01_20267" noscene weight 36
speak "vo.01_70840" noscene weight 36
speak "vo.01_70846" noscene weight 36
speak "vo.01_70849" noscene weight 36
speak "vo.01_70854" noscene weight 36
speak "vo.01_20257" noscene weight 12
speak "vo.01_20261" noscene weight 12
speak "vo.01_70858" noscene weight 12
}
}
response
{
criteria InCombat
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_20181" noscene weight 48
speak "vo.01_20183" noscene weight 48
speak "vo.01_20185" noscene weight 48
speak "vo.01_20179" noscene weight 36
speak "vo.01_20187" noscene weight 36
speak "vo.01_20189" noscene weight 36
speak "vo.01_20191" noscene weight 36
speak "vo.01_20193" noscene weight 36
speak "vo.01_20195" noscene weight 36
speak "vo.01_20197" noscene weight 36
}
response
{
criteria PlayerAmmoLast
speak "vo.01_70659" noscene weight 48
speak "vo.01_20223" noscene weight 36
speak "vo.01_20227" noscene weight 36
speak "vo.01_70660" noscene weight 36
speak "vo.01_70661" noscene weight 36
speak "vo.01_70819" noscene weight 36
speak "vo.01_70820" noscene weight 36
speak "vo.01_70823" noscene weight 36
speak "vo.01_70824" noscene weight 36
speak "vo.01_70826" noscene weight 36
speak "vo.01_70827" noscene weight 36
speak "vo.01_70832" noscene weight 36
speak "vo.01_70662" noscene weight 12
speak "vo.01_70663" noscene weight 12
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_20239" noscene weight 48
speak "vo.01_20241" noscene weight 48
speak "vo.01_20233" noscene weight 36
speak "vo.01_20235" noscene weight 36
speak "vo.01_20245" noscene weight 36
speak "vo.01_20249" noscene weight 36
speak "vo.01_20251" noscene weight 36
speak "vo.01_20231" noscene weight 12
speak "vo.01_20247" noscene weight 12
}
}
}
response PlayerVO_Shotgun_ClipAmmoLow_Response
{
criteria IsPlayer Concept_PlayerPullFromBag PlayerPickupFromBag IsPlayerHoldingShotgun
response
{
criteria NotInCombat
response
{
criteria PlayerAmmoFourLeft
speak "vo.01_90007" noscene
speak "vo.01_90008" noscene
speak "vo.01_90009" noscene
speak "vo.01_90010" noscene
speak "vo.01_90011" noscene
speak "vo.01_90012" noscene
speak "vo.01_90013" noscene
speak "vo.01_90014" noscene
speak "vo.01_90015" noscene
}
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_70684" noscene weight 48
speak "vo.01_70694" noscene weight 48
speak "vo.01_70695" noscene weight 48
speak "vo.01_70682" noscene weight 36
speak "vo.01_70687" noscene weight 36
speak "vo.01_70689" noscene weight 36
speak "vo.01_70697" noscene weight 36
speak "vo.01_70690" noscene weight 12
speak "vo.01_70692" noscene weight 12
speak "vo.01_70696" noscene weight 12
speak "vo.01_70698" noscene weight 12
}
response
{
criteria PlayerAmmoTwoLeft
speak "vo.01_90025" noscene
speak "vo.01_90026" noscene
speak "vo.01_90027" noscene
speak "vo.01_90028" noscene
speak "vo.01_90029" noscene
speak "vo.01_90030" noscene
speak "vo.01_90031" noscene
speak "vo.01_90032" noscene
speak "vo.01_90033" noscene
speak "vo.01_99950" noscene
speak "vo.01_99951" noscene
}
response
{
criteria PlayerAmmoLast
speak "vo.01_70714" noscene weight 48
speak "vo.01_70703" noscene weight 36
speak "vo.01_70707" noscene weight 36
speak "vo.01_70710" noscene weight 36
speak "vo.01_70715" noscene weight 36
speak "vo.01_70716" noscene weight 36
speak "vo.01_70718" noscene weight 36
speak "vo.01_70706" noscene weight 12
speak "vo.01_70713" noscene weight 12
speak "vo.01_70717" noscene weight 12
speak "vo.01_70709" noscene weight 4
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_70735" noscene weight 48
speak "vo.01_70736" noscene weight 48
speak "vo.01_70733" noscene weight 36
speak "vo.01_70840" noscene weight 36
speak "vo.01_70846" noscene weight 36
speak "vo.01_70849" noscene weight 36
speak "vo.01_70854" noscene weight 36
speak "vo.01_70734" noscene weight 12
speak "vo.01_70858" noscene weight 12
}
}
response
{
criteria InCombat
response
{
criteria PlayerAmmoFourLeft
speak "vo.01_90016" noscene
speak "vo.01_90017" noscene
speak "vo.01_90018" noscene
speak "vo.01_90019" noscene
speak "vo.01_90020" noscene
speak "vo.01_90021" noscene
speak "vo.01_90022" noscene
speak "vo.01_90023" noscene
speak "vo.01_90024" noscene
}
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_70679" noscene weight 48
speak "vo.01_70680" noscene weight 36
speak "vo.01_70799" noscene weight 36
speak "vo.01_70801" noscene weight 36
speak "vo.01_70802" noscene weight 36
speak "vo.01_70803" noscene weight 36
speak "vo.01_70806" noscene weight 36
}
response
{
criteria PlayerAmmoTwoLeft
speak "vo.01_90034" noscene
speak "vo.01_90035" noscene
speak "vo.01_90036" noscene
speak "vo.01_90037" noscene
speak "vo.01_90038" noscene
speak "vo.01_90039" noscene
speak "vo.01_90040" noscene
speak "vo.01_90041" noscene
speak "vo.01_90042" noscene
speak "vo.01_99952" noscene
speak "vo.01_99953" noscene
speak "vo.01_99954" noscene
speak "vo.01_99955" noscene
}
response
{
criteria PlayerAmmoLast
speak "vo.01_70699" noscene weight 48
speak "vo.01_70704" noscene weight 48
speak "vo.01_70700" noscene weight 36
speak "vo.01_70701" noscene weight 36
speak "vo.01_70819" noscene weight 36
speak "vo.01_70820" noscene weight 36
speak "vo.01_70823" noscene weight 36
speak "vo.01_70824" noscene weight 36
speak "vo.01_70826" noscene weight 36
speak "vo.01_70827" noscene weight 36
speak "vo.01_70832" noscene weight 36
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_70719" noscene weight 48
speak "vo.01_70724" noscene weight 48
speak "vo.01_70721" noscene weight 36
speak "vo.01_70725" noscene weight 36
speak "vo.01_70726" noscene weight 36
speak "vo.01_70844" noscene weight 36
speak "vo.01_70848" noscene weight 36
speak "vo.01_70723" noscene weight 12
speak "vo.01_70727" noscene weight 12
speak "vo.01_70728" noscene weight 4
speak "vo.01_70845" noscene weight 4
}
}
}
response PlayerVO_RapidFire_ClipAmmoLow_Response
{
criteria IsPlayer Concept_PlayerPullFromBag PlayerPickupFromBag IsPlayerHoldingRapidFire
response
{
criteria NotInCombat
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_70750" noscene weight 48
speak "vo.01_70752" noscene weight 36
speak "vo.01_70757" noscene weight 36
speak "vo.01_70810" noscene weight 36
speak "vo.01_70816" noscene weight 36
speak "vo.01_70817" noscene weight 36
speak "vo.01_70749" noscene weight 12
speak "vo.01_70755" noscene weight 12
speak "vo.01_70758" noscene weight 12
speak "vo.01_70811" noscene weight 12
speak "vo.01_70812" noscene weight 12
}
response
{
criteria PlayerAmmoLast
speak "vo.01_70775" noscene weight 48
speak "vo.01_70778" noscene weight 48
speak "vo.01_70835" noscene weight 48
speak "vo.01_70838" noscene weight 48
speak "vo.01_70769" noscene weight 36
speak "vo.01_70774" noscene weight 36
speak "vo.01_70776" noscene weight 36
speak "vo.01_70822" noscene weight 36
speak "vo.01_70825" noscene weight 36
speak "vo.01_70829" noscene weight 36
speak "vo.01_70834" noscene weight 36
speak "vo.01_70772" noscene weight 12
speak "vo.01_70777" noscene weight 12
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_70796" noscene weight 48
speak "vo.01_70791" noscene weight 36
speak "vo.01_70795" noscene weight 36
speak "vo.01_70840" noscene weight 36
speak "vo.01_70846" noscene weight 36
speak "vo.01_70849" noscene weight 36
speak "vo.01_70854" noscene weight 36
speak "vo.01_70858" noscene weight 12
speak "vo.01_70789" noscene weight 4
}
}
response
{
criteria InCombat
response
{
criteria PlayerAmmoThreeLeft
speak "vo.01_70739" noscene weight 48
speak "vo.01_70743" noscene weight 48
speak "vo.01_70746" noscene weight 36
speak "vo.01_70748" noscene weight 36
speak "vo.01_70799" noscene weight 36
speak "vo.01_70801" noscene weight 36
speak "vo.01_70802" noscene weight 36
speak "vo.01_70803" noscene weight 36
speak "vo.01_70806" noscene weight 36
speak "vo.01_70740" noscene weight 12
speak "vo.01_70744" noscene weight 12
speak "vo.01_70745" noscene weight 12
}
response
{
criteria PlayerAmmoLast
speak "vo.01_70759" noscene weight 48
speak "vo.01_70763" noscene weight 48
speak "vo.01_70761" noscene weight 36
speak "vo.01_70762" noscene weight 36
speak "vo.01_70819" noscene weight 36
speak "vo.01_70820" noscene weight 36
speak "vo.01_70823" noscene weight 36
speak "vo.01_70824" noscene weight 36
speak "vo.01_70826" noscene weight 36
speak "vo.01_70827" noscene weight 36
speak "vo.01_70832" noscene weight 36
speak "vo.01_70760" noscene weight 12
speak "vo.01_70764" noscene weight 12
}
response
{
criteria PlayerAmmoEmpty
speak "vo.01_70783" noscene weight 48
speak "vo.01_70779" noscene weight 36
speak "vo.01_70782" noscene weight 36
speak "vo.01_70844" noscene weight 36
speak "vo.01_70848" noscene weight 36
speak "vo.01_70787" noscene weight 4
speak "vo.01_70845" noscene weight 4
}
}
}
//==================================================
// Player Grabbed By Barnacle
//==================================================
criterion "PlayerGrabbedByBarnacle" "speech" "player_grabbed_by_barnacle" "required"
response PlayerVO_GrabbedByBarnacle
{
criteria Concept_PlayerTalk PlayerGrabbedByBarnacle
scene "scenes/responses/alyx_grabbed_by_barnacle_1" cancel_existing
scene "scenes/responses/alyx_grabbed_by_barnacle_2" cancel_existing
scene "scenes/responses/alyx_grabbed_by_barnacle_3" cancel_existing
scene "scenes/responses/alyx_grabbed_by_barnacle_4" cancel_existing
scene "scenes/responses/alyx_grabbed_by_barnacle_5" cancel_existing
scene "scenes/responses/alyx_grabbed_by_barnacle_6" cancel_existing
}
//==================================================
// Player Released From Barnacle
//==================================================
criterion "PlayerReleasedFromBarnacle" "speech" "player_released_by_barnacle" "required"
response PlayerVO_ReleasedByBarnacle
{
criteria Concept_PlayerTalk PlayerReleasedFromBarnacle
scene "scenes/responses/alyx_released_by_barnacle_1" cancel_existing
scene "scenes/responses/alyx_released_by_barnacle_2" cancel_existing
scene "scenes/responses/alyx_released_by_barnacle_3" cancel_existing
scene "scenes/responses/alyx_released_by_barnacle_4" cancel_existing
scene "scenes/responses/alyx_released_by_barnacle_5" cancel_existing
}
//==================================================
// Alyx shotgun struggle
//==================================================
criterion "AlyxShotgunStruggle" "speech" "alyx_shotgun_struggle" "required"
response PlayerVO_ShotgunStruggle
{
criteria Concept_PlayerTalk AlyxShotgunStruggle
scene "scenes\act2\headcrabs_tunnel\grabbity_glove_shotgun_struggle1.vcd" respeakdelay 2.0
scene "scenes\act2\headcrabs_tunnel\grabbity_glove_shotgun_struggle2.vcd" respeakdelay 2.0
scene "scenes\act2\headcrabs_tunnel\grabbity_glove_shotgun_struggle3.vcd" respeakdelay 2.0
}
//==================================================
// Alyx fail
//==================================================
criterion "AlyxFail" "speech" "alyx_fail" "required"
response PlayerVO_AlyxFail
{
criteria Concept_PlayerTalk AlyxFail
scene "scenes/responses/alyx_fail_1"
scene "scenes/responses/alyx_fail_2"
scene "scenes/responses/alyx_fail_3"
}
//==================================================
// Alyx OK
//==================================================
criterion "AlyxOK" "speech" "alyx_ok" "required"
response PlayerVO_AlyxOK
{
criteria Concept_PlayerTalk AlyxOK
scene "scenes/responses/alyx_ok_1"
scene "scenes/responses/alyx_ok_2"
scene "scenes/responses/alyx_ok_3"
}
//==================================================
// Alyx Gasp
//==================================================
criterion "AlyxGasp" "speech" "alyx_gasp" "required"
response PlayerVO_AlyxGasp
{
criteria Concept_PlayerTalk AlyxGasp
scene "scenes/responses/alyx_gasp_1"
scene "scenes/responses/alyx_gasp_2"
scene "scenes/responses/alyx_gasp_3"
}
//==================================================
// Alyx Exhale
//==================================================
criterion "AlyxExhale" "speech" "alyx_exhale" "required"
response PlayerVO_AlyxExhale
{
criteria Concept_PlayerTalk AlyxExhale
scene "scenes/responses/alyx_exhale_1"
scene "scenes/responses/alyx_exhale_2"
scene "scenes/responses/alyx_exhale_3"
}
//==================================================
// Alyx startled
//==================================================
criterion "AlyxStartled" "speech" "alyx_startled" "required"
response PlayerVO_AlyxStartled
{
criteria Concept_PlayerTalk AlyxStartled
scene "scenes/responses/alyx_startled_1"
scene "scenes/responses/alyx_startled_2"
scene "scenes/responses/alyx_startled_3"
scene "scenes/responses/alyx_startled_4"
scene "scenes/responses/alyx_startled_5"
}
//==================================================
// Alyx affirmations
//==================================================
criterion "AlyxTripMineAffirmation" "speech" "alyx_tripmine_affirmation" "required"
response PlayerVO_AlyxTripMineAffirmation
{
criteria Concept_PlayerTalk AlyxTripMineAffirmation
speak "vo.01_13140" respeakdelay 1.0
speak "vo.01_60007" respeakdelay 1.0
speak "vo.01_60009" respeakdelay 1.0
speak "vo.01_60011" respeakdelay 1.0
speak "vo.01_13141" respeakdelay 1.0
speak "vo.01_60013" respeakdelay 1.0
speak "vo.01_60015" respeakdelay 1.0
speak "vo.01_13142" respeakdelay 1.0
speak "vo.01_60017" respeakdelay 1.0
speak "vo.01_13143" respeakdelay 1.0
speak "vo.01_13144" respeakdelay 1.0
}
//==================================================
// Alyx Didn't Work
//==================================================
criterion "AlyxDidntWork" "speech" "alyx_didnt_work" "required"
response PlayerVO_AlyxDidntWork
{
criteria Concept_PlayerTalk AlyxDidntWork
speak "vo.01_01162" respeakdelay 1.0
speak "vo.01_01164" respeakdelay 1.0
speak "vo.01_01165" respeakdelay 1.0
}
//==================================================
// Alyx Combat Relief
//==================================================
criterion "AlyxCombatRelief" "speech" "alyx_combat_relief" "required"
response PlayerVO_AlyxCombatRelief
{
criteria Concept_PlayerTalk AlyxCombatRelief
speak "vo.01_13140"
speak "vo.01_60007"
speak "vo.01_60009"
speak "vo.01_60011"
speak "vo.01_13141"
speak "vo.01_60013"
speak "vo.01_60015"
speak "vo.01_13142"
speak "vo.01_60017"
speak "vo.01_13143"
speak "vo.01_13144"
speak "vo.01_13145"
speak "vo.01_60019"
}
//==================================================
// Russell looking
//==================================================
criterion "RussellLooking" "speech" "russell_looking" "required"
response PlayerVO_RussellLooking
{
criteria Concept_PlayerTalk RussellLooking NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
scene "scenes/responses/russell_looking_1"
scene "scenes/responses/russell_looking_2"
scene "scenes/responses/russell_looking_3"
scene "scenes/responses/russell_looking_4"
}
//==================================================
// Russell hacking
//==================================================
criterion "RussellHacking" "speech" "russell_hacking" "required"
response PlayerVO_RussellHacking
{
criteria Concept_PlayerTalk RussellHacking NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
scene "scenes/responses/russell_hacking_1"
scene "scenes/responses/russell_hacking_2"
scene "scenes/responses/russell_hacking_3"
scene "scenes/responses/russell_hacking_4"
}
criterion "RussellHackFast" "speech" "russell_hack_fast" "required"
response PlayerVO_RussellHackFast
{
criteria Concept_PlayerTalk RussellHackFast NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery NotInMap_a4_c17_parking_garage
speak "vo.05_04566" speakonce
}
criterion "RussellHackMidPoint" "speech" "russell_hack_mid_point" "required"
response PlayerVO_RussellHackMidPoint
{
criteria Concept_PlayerTalk RussellHackMidPoint NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
speak "vo.05_04679" speakonce
}
criterion "RussellHackLastLife" "speech" "russell_hack_last_life" "required"
response PlayerVO_RussellHacklastLife
{
criteria Concept_PlayerTalk RussellHackLastLife NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
speak "vo.05_04676" speakonce
}
//==================================================
// Death Responses by Russell
//==================================================
response PlayerVO_DeathWithRus
{
criteria IsPlayer Concept_PlayerDies NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
speak "vo.05_99003" noscene
speak "vo.05_99004" noscene
speak "vo.05_99005" noscene
speak "vo.05_99006" noscene
}
//==================================================
// Death Sounds
//==================================================
response PlayerVO_Death
{
criteria IsPlayer Concept_PlayerDies
response
{
criteria InMap_a1_intro_world
speak "vo.01_20000" noscene
speak "vo.01_12755" noscene
speak "vo.01_12756" noscene
}
response
{
criteria InMap_a5_vault
speak "vo.01_20000" noscene
speak "vo.01_12755" noscene
speak "vo.01_12756" noscene
}
response
{
criteria InMap_a5_ending
speak "vo.01_20000" noscene
speak "vo.01_12755" noscene
speak "vo.01_12756" noscene
}
response
{
criteria InMap_a3_distillery
speak "vo.01_20000" noscene
speak "vo.01_12755" noscene
speak "vo.01_12756" noscene
}
}
//==================================================
// Pain Sounds
//==================================================
response PlayerVO_Hurt_Fell_Response
{
speak "vo.01_12754" respeakdelay 0.7
speak "vo.01_12755" respeakdelay 0.7
speak "vo.01_12756" respeakdelay 0.7
}
rule PlayerVO_Hurt_Fell_Rule
{
criteria IsPlayer Concept_PlayerHurt Fell
response PlayerVO_Hurt_Fell_Response
}
response PlayerVO_Hurt_Shocked_Response
{
speak "vo.01_12757" respeakdelay 0.7
speak "vo.01_12758" respeakdelay 0.7
speak "vo.01_12759" respeakdelay 0.7
}
rule PlayerVO_Hurt_Shocked_Rule
{
criteria IsPlayer Concept_PlayerHurt Shocked
response PlayerVO_Hurt_Shocked_Response
}
response PlayerVO_Pain
{
criteria IsPlayer Concept_PlayerHurt
speak "vo.01_00001" respeakdelay 10
speak "vo.01_00002" respeakdelay 10
speak "vo.01_00003" respeakdelay 10
speak "vo.01_00004" respeakdelay 10
speak "vo.01_00005" respeakdelay 10
speak "vo.01_00006" respeakdelay 10
speak "vo.01_00007" respeakdelay 10
speak "vo.01_00008" respeakdelay 10
speak "vo.01_00009" respeakdelay 10
speak "vo.01_00010" respeakdelay 10
speak "vo.01_00011" respeakdelay 10
speak "vo.01_00012" respeakdelay 10
speak "vo.01_00013" respeakdelay 10
}
//==================================================
// Coughing
//==================================================
response PlayerVO_AlyxCough
{
criteria IsPlayer Concept_PlayerHurt Coughing
response
{
criteria NotMuffled
scene "scenes/responses/alyx_cough_0"
scene "scenes/responses/alyx_cough_1"
scene "scenes/responses/alyx_cough_2"
scene "scenes/responses/alyx_cough_3"
scene "scenes/responses/alyx_cough_4"
scene "scenes/responses/alyx_cough_5"
scene "scenes/responses/alyx_cough_6"
scene "scenes/responses/alyx_cough_8"
scene "scenes/responses/alyx_cough_9"
}
response
{
criteria Muffled
scene "scenes/responses/alyx_cough_muffled_11"
scene "scenes/responses/alyx_cough_muffled_12"
scene "scenes/responses/alyx_cough_muffled_13"
scene "scenes/responses/alyx_cough_muffled_14"
scene "scenes/responses/alyx_cough_muffled_15"
scene "scenes/responses/alyx_cough_muffled_17"
scene "scenes/responses/alyx_cough_muffled_18"
scene "scenes/responses/alyx_cough_muffled_19"
}
}
//==================================================
// Stunned
//==================================================
response PlayerVO_Hurt_Stunned_Response
{
speak "vo.01_12763" respeakdelay 0.7
speak "vo.01_12764" respeakdelay 0.7
speak "vo.01_12765" respeakdelay 0.7
}
rule PlayerVO_Hurt_Stunned_Rule
{
criteria IsPlayer Concept_PlayerHurt Stunned
response PlayerVO_Hurt_Stunned_Response
}
//==================================================
// Flashlight
//==================================================
response PlayerVO_CommentFlashlightFail_Small_Response
{
speak "alyxtemp_flashlightfail_03" noscene
}
rule PlayerVO_CommentFlashlightFail_Small_Rule
{
criteria IsPlayer Concept_PlayerTalk FlashlightFailureSmall
response PlayerVO_CommentFlashlightFail_Small_Response
}
response PlayerVO_CommentFlashlightFail_Medium_Response
{
speak "alyxtemp_flashlightfail_05" noscene
}
rule PlayerVO_CommentFlashlightFail_Medium_Rule
{
criteria IsPlayer Concept_PlayerTalk FlashlightFailureMedium
response PlayerVO_CommentFlashlightFail_Medium_Response
}
response PlayerVO_CommentFlashlightFail_Large_Response
{
speak "alyxtemp_flashlightfail_06" noscene
speak "alyxtemp_flashlightfail_07" noscene
}
rule PlayerVO_CommentFlashlightFail_Large_Rule
{
criteria IsPlayer Concept_PlayerTalk FlashlightFailureLarge
response PlayerVO_CommentFlashlightFail_Large_Response
}
//==================================================
// Training Gravity Glove
//==================================================
criterion "Speech_Russell_Training_GG_Intro" "concept" "hlvr_training_gg_intro" "required"
response PlayerVO_Russell_Training_GG_Intro
{
criteria Speech_Russell_Training_GG_Intro
scene "scenes/act1/safehouse_02/russell_glove_intro" speakonce
}
criterion "Speech_Russell_Training_GG_Aim_Rare" "concept" "hlvr_training_gg_aim_rare" "required"
response PlayerVO_Russell_Training_GG_Aim_Rare
{
criteria Speech_Russell_Training_GG_Aim_Rare
scene "scenes/act1/safehouse_02/russell_glove_aim_3" speakonce
}
criterion "Speech_Russell_Training_GG_Aim" "concept" "hlvr_training_gg_aim" "required"
response PlayerVO_Russell_Training_GG_Aim
{
criteria Speech_Russell_Training_GG_Aim
scene "scenes/act1/safehouse_02/russell_glove_aim_2"
scene "scenes/act1/safehouse_02/russell_glove_aim_4"
scene "scenes/act1/safehouse_02/russell_glove_aim_5"
scene "scenes/act1/safehouse_02/russell_glove_aim_6"
scene "scenes/act1/safehouse_02/russell_glove_aim_7"
scene "scenes/act1/safehouse_02/russell_glove_aim_8"
scene "scenes/act1/safehouse_02/russell_glove_aim_9"
scene "scenes/act1/safehouse_02/russell_glove_aim_10"
}
criterion "Speech_Russell_Training_GG_Grab" "concept" "hlvr_training_gg_grab" "required"
response PlayerVO_Russell_Training_GG_Grab
{
criteria Speech_Russell_Training_GG_Grab
scene "scenes/act1/safehouse_02/russell_glove_grab_1"
scene "scenes/act1/safehouse_02/russell_glove_grab_2"
scene "scenes/act1/safehouse_02/russell_glove_grab_3"
scene "scenes/act1/safehouse_02/russell_glove_grab_4"
scene "scenes/act1/safehouse_02/russell_glove_grab_5"
scene "scenes/act1/safehouse_02/russell_glove_trigger_1"
}
criterion "Speech_Russell_Training_GG_Flick" "concept" "hlvr_training_gg_flick" "required"
response PlayerVO_Russell_Training_GG_Flick
{
criteria Speech_Russell_Training_GG_Flick
scene "scenes/act1/safehouse_02/russell_glove_flick_1"
scene "scenes/act1/safehouse_02/russell_glove_flick_2"
}
criterion "Speech_Russell_Training_GG_Catch" "concept" "hlvr_training_gg_catch" "required"
response PlayerVO_Russell_Training_GG_Catch
{
criteria Speech_Russell_Training_GG_Catch
scene "scenes/act1/safehouse_02/russell_glove_catch_1"
scene "scenes/act1/safehouse_02/russell_glove_catch_2"
scene "scenes/act1/safehouse_02/russell_glove_catch_3"
scene "scenes/act1/safehouse_02/russell_glove_catch_4"
}
criterion "Speech_Russell_Training_GG_Cheer" "concept" "hlvr_training_gg_cheer" "required"
response PlayerVO_Russell_Training_GG_Cheer
{
criteria Speech_Russell_Training_GG_Cheer
scene "scenes/act1/safehouse_02/russell_glove_cheer_3"
scene "scenes/act1/safehouse_02/russell_glove_cheer_4"
scene "scenes/act1/safehouse_02/russell_glove_cheer_5"
scene "scenes/act1/safehouse_02/russell_glove_success_1"
scene "scenes/act1/safehouse_02/russell_glove_success_2"
scene "scenes/act1/safehouse_02/russell_glove_success_3"
}
criterion "Speech_Russell_Training_GG_Repeat" "concept" "hlvr_training_gg_repeat" "required"
criterion "Speech_Russell_Training_GG_FirstCatch" "count" "1" "required"
criterion "Speech_Russell_Training_GG_SecondCatch" "count" "2" "required"
response PlayerVO_Russell_Training_GG_Catch_1
{
criteria Speech_Russell_Training_GG_Repeat Speech_Russell_Training_GG_FirstCatch
scene "scenes/act1/safehouse_02/russell_glove_cheer_1" predelay 0.25
scene "scenes/act1/safehouse_02/russell_glove_repeat_1" predelay 0.25
}
response PlayerVO_Russell_Training_GG_Catch_2
{
criteria Speech_Russell_Training_GG_Repeat Speech_Russell_Training_GG_SecondCatch
scene "scenes/act1/safehouse_02/russell_glove_cheer_2" predelay 0.25
scene "scenes/act1/safehouse_02/russell_glove_repeat_2" predelay 0.25
}
//==================================================
// Lethal Teleport Warnings
//==================================================
response PlayerVO_Alyx_Lethal_Teleport
{
scene "scenes/alyx_russell_conversations/first_lethal_teleport_warning" speakonce
}
rule PlayerVO_Alyx_Lethal_Teleport_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
response PlayerVO_Alyx_Lethal_Teleport
applycontext "lethal_teleport:2"
}
criterion "Lethal_Teleport_2" "lethal_teleport" "2" "required"
response PlayerVO_Alyx_Lethal_Teleport_2
{
speak "vo.01_12770" noscene respeakdelay 6
speak "vo.01_12771" noscene respeakdelay 6
speak "vo.01_12772" noscene respeakdelay 6
speak "vo.01_12773" noscene respeakdelay 6
speak "vo.01_12774" noscene respeakdelay 6
}
rule PlayerVO_Alyx_Lethal_Teleport_2_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal Lethal_Teleport_2 NotInMap_a1_intro_world NotInMap_a5_vault NotInMap_a5_ending NotInMap_a3_distillery
response PlayerVO_Alyx_Lethal_Teleport_2
}
rule PlayerVO_Alyx_Lethal_Teleport_Intro_World_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal InMap_a1_intro_world
response PlayerVO_Alyx_Lethal_Teleport_2
}
rule PlayerVO_Alyx_Lethal_Teleport_Vault_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal InMap_a5_vault
response PlayerVO_Alyx_Lethal_Teleport_2
}
rule PlayerVO_Alyx_Lethal_Teleport_Ending_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal InMap_a5_ending
response PlayerVO_Alyx_Lethal_Teleport_2
}
rule PlayerVO_Alyx_Lethal_Teleport_Distillery_Rule
{
criteria IsPlayer Concept_PlayerTeleportLethal InMap_a3_distillery
response PlayerVO_Alyx_Lethal_Teleport_2
}
//========================================================================================================
// EXAMPLE USAGE OF THE "then" PARAMETER TO DO MULTI STEP SPEECH WITH BRANCHING
// Console command to trigger this in game: player_testresponse TLK_PLAYER_DISCOVERY ""
// Give the player some resin with "hlvr_setresources 50 50 50 50" to see the branch in action.
//========================================================================================================
//criterion "Sentence_Step2" "step" "2" "required"
//criterion "Sentence_Step3" "step" "3" "required"
// STEP 1: Starts here.
//response PlayerVO_TestThen_Step1_Response
//{
//scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_gate" then self TLK_PLAYER_MAP_TALK step:2 1
//}
//rule PlayerVO_TestThen_Step1_Rule
//{
//criteria IsPlayer Concept_PlayerDiscovery
//response PlayerVO_TestThen_Step1_Response
//}
// STEP 2: Then this is spoken
//response PlayerVO_TestThen_Step2_Response
//{
//scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" then self TLK_PLAYER_MAP_TALK step:3 1
//}
//rule PlayerVO_TestThen_Step2_Rule
//{
//criteria IsPlayer Concept_PlayerTalk Sentence_Step2
//response PlayerVO_TestThen_Step2_Response
//}
// STEP 3: Then branches to one of the two rules below, based on whether the player has any resin
//response PlayerVO_TestThen_Step3_HasResin_Response
//{
//scene "scenes/act2/quarantine_entrance/alyx_russell_see_barnacle"
//}
//rule PlayerVO_TestThen_Step3_HasResin_Rule
//{
//criteria IsPlayer Concept_PlayerTalk Sentence_Step3 PlayerHasResin
//response PlayerVO_TestThen_Step3_HasResin_Response
//}
//response PlayerVO_TestThen_Step3_NoResin_Response
//{
//scene "scenes/act2/quarantine_entrance/alyx_see_quarantine_zone_gate_open"
//}
//rule PlayerVO_TestThen_Step3_NoResin_Rule
//{
//criteria IsPlayer Concept_PlayerTalk Sentence_Step3 PlayerHasNoResin
//response PlayerVO_TestThen_Step3_NoResin_Response
//}
Unused Source
npc_combine.txt
Talker script file npc_combine.txt:
response Combine_RadioOn
{
speak "combine.radioOn"
}
rule CS_Combine_RadioOn
{
criteria IsCombineS ConceptRadioOn
response Combine_RadioOn
}
response Combine_RadioOff
{
speak "combine.radioOff"
}
rule CS_Combine_RadioOff
{
criteria IsCombineS ConceptRadioOff
response Combine_RadioOff
}
//========================================================================================================
// ANNOUNCING TARGETS
// TARGET IS PLAYER
//====================================================================
response CS_Officer_AnnounceEnemy_Player
{
speak "vo.combine.officer.firing_player_01"
speak "vo.combine.officer.firing_player_02"
speak "vo.combine.officer.firing_player_03"
speak "vo.combine.officer.firing_player_04"
speak "vo.combine.officer.firing_player_05"
speak "vo.combine.officer.firing_01"
speak "vo.combine.officer.firing_02"
speak "vo.combine.officer.firing_03"
speak "vo.combine.officer.firing_04"
speak "vo.combine.officer.firing_05"
speak "vo.combine.officer.firing_06"
speak "vo.combine.officer.announceattack_alyx_01"
speak "vo.combine.officer.announceattack_alyx_02"
speak "vo.combine.officer.announceattack_alyx_03"
speak "vo.combine.officer.announceattack_alyx_04"
speak "vo.combine.officer.announceattack_alyx_05"
speak "vo.combine.officer.announceattack_alyx_06"
speak "vo.combine.officer.announceattack_alyx_07"
speak "vo.combine.officer.announceattack_alyx_08"
speak "vo.combine.officer.announceattack_01"
speak "vo.combine.officer.announceattack_02"
speak "vo.combine.officer.announceattack_03"
speak "vo.combine.officer.announceattack_04"
speak "vo.combine.officer.announceattack_05"
speak "vo.combine.officer.announceattack_06"
speak "vo.combine.officer.announceattack_07"
speak "vo.combine.officer.announceattack_08"
}
rule CS_Officer_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Officer ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Officer_AnnounceEnemy_Player
}
response CS_Charger_AnnounceEnemy_Player
{
speak "vo.combine.charger.announceattack_01"
speak "vo.combine.charger.announceattack_02"
speak "vo.combine.charger.announceattack_03"
speak "vo.combine.charger.announceattack_04"
speak "vo.combine.charger.announceattack_05"
speak "vo.combine.charger.announceattack_06"
speak "vo.combine.charger.announceattack_07"
speak "vo.combine.charger.announceattack_08"
speak "vo.combine.charger.announceattack_09"
speak "vo.combine.charger.announceattack_10"
speak "vo.combine.charger.announceattack_11"
}
rule CS_Charger_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Charger ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Charger_AnnounceEnemy_Player
}
response CS_Suppressor_AnnounceEnemy_Player
{
speak "vo.combine.suppressor.announceattack_01"
speak "vo.combine.suppressor.announceattack_02"
speak "vo.combine.suppressor.announceattack_03"
speak "vo.combine.suppressor.announceattack_04"
speak "vo.combine.suppressor.announceattack_05"
speak "vo.combine.suppressor.announceattack_06"
speak "vo.combine.suppressor.announceattack_07"
speak "vo.combine.suppressor.announceattack_08"
speak "vo.combine.suppressor.announceattack_09"
speak "vo.combine.suppressor.announceattack_10"
speak "vo.combine.suppressor.announceattack_11"
}
rule CS_Suppressor_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Suppressor_AnnounceEnemy_Player
}
response CS_Grunt_AnnounceEnemy_Player
{
speak "vo.combine.grunt.firing_player_01"
speak "vo.combine.grunt.firing_player_01"
speak "vo.combine.grunt.firing_player_03"
speak "vo.combine.grunt.firing_player_04"
speak "vo.combine.grunt.firing_player_05"
speak "vo.combine.grunt.firing_player_06"
speak "vo.combine.grunt.firing_player_07"
speak "vo.combine.grunt.firing_player_08"
}
rule CS_Grunt_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Grunt_AnnounceEnemy_Player
}
//========================================================================================================
// SQUAD IS UNDER ATTACK
//====================================================================
response CS_Officer_UnderAttack
{
speak "vo.combine.officer.underattack_01"
speak "vo.combine.officer.underattack_02"
speak "vo.combine.officer.underattack_03"
speak "vo.combine.officer.underattack_04"
speak "vo.combine.officer.underattack_05"
speak "vo.combine.officer.underattack_06"
speak "vo.combine.officer.underattack_07"
speak "vo.combine.officer.underattack_08"
speak "vo.combine.officer.underattack_09"
speak "vo.combine.officer.underattack_10"
speak "vo.combine.officer.underattack_11"
speak "vo.combine.officer.underattack_12"
}
rule CS_Officer_UnderAttack
{
criteria IsCombineS IsClass_Officer ConceptUnderAttack
response CS_Officer_UnderAttack
}
response CS_Charger_UnderAttack
{
speak "vo.combine.charger.underattack_01"
speak "vo.combine.charger.underattack_02"
speak "vo.combine.charger.underattack_03"
speak "vo.combine.charger.underattack_04"
speak "vo.combine.charger.underattack_05"
speak "vo.combine.charger.underattack_06"
speak "vo.combine.charger.underattack_07"
speak "vo.combine.charger.underattack_08"
speak "vo.combine.charger.underattack_09"
speak "vo.combine.charger.underattack_10"
speak "vo.combine.charger.underattack_11"
speak "vo.combine.charger.underattack_12"
}
rule CS_Charger_UnderAttack
{
criteria IsCombineS IsClass_Charger ConceptUnderAttack
response CS_Charger_UnderAttack
}
response CS_Suppressor_UnderAttack
{
speak "vo.combine.suppressor.underattack_01"
speak "vo.combine.suppressor.underattack_02"
speak "vo.combine.suppressor.underattack_03"
speak "vo.combine.suppressor.underattack_04"
speak "vo.combine.suppressor.underattack_05"
speak "vo.combine.suppressor.underattack_06"
speak "vo.combine.suppressor.underattack_07"
speak "vo.combine.suppressor.underattack_08"
speak "vo.combine.suppressor.underattack_09"
speak "vo.combine.suppressor.underattack_10"
speak "vo.combine.suppressor.underattack_11"
speak "vo.combine.suppressor.underattack_12"
}
rule CS_Suppressor_UnderAttack
{
criteria IsCombineS IsClass_Suppressor ConceptUnderAttack
response CS_Suppressor_UnderAttack
}
response CS_Grunt_UnderAttack
{
speak "vo.combine.grunt.underattack_01"
speak "vo.combine.grunt.underattack_02"
speak "vo.combine.grunt.underattack_03"
speak "vo.combine.grunt.underattack_04"
speak "vo.combine.grunt.underattack_05"
speak "vo.combine.grunt.underattack_06"
speak "vo.combine.grunt.underattack_07"
speak "vo.combine.grunt.underattack_08"
speak "vo.combine.grunt.underattack_09"
speak "vo.combine.grunt.underattack_10"
speak "vo.combine.grunt.underattack_11"
speak "vo.combine.grunt.underattack_12"
}
rule CS_Grunt_UnderAttack
{
criteria IsCombineS IsClass_Grunt ConceptUnderAttack
response CS_Grunt_UnderAttack
}
//========================================================================================================
// I'M TAKING FIRE
//====================================================================
response CS_Officer_TakingFire
{
speak "vo.combine.officer.takingfire_01" respeakdelay 15
speak "vo.combine.officer.takingfire_02" respeakdelay 15
speak "vo.combine.officer.takingfire_03" respeakdelay 15
speak "vo.combine.officer.takingfire_04" respeakdelay 15
speak "vo.combine.officer.takingfire_05" respeakdelay 15
speak "vo.combine.officer.takingfire_06" respeakdelay 15
speak "vo.combine.officer.takingfire_07" respeakdelay 15
speak "vo.combine.officer.takingfire_08" respeakdelay 15
speak "vo.combine.officer.takingfire_09" respeakdelay 15
speak "vo.combine.officer.takingfire_10" respeakdelay 15
}
rule CS_Officer_TakingFire
{
criteria IsCombineS IsClass_Officer ConceptTakingFire
response CS_Officer_TakingFire
}
response CS_Charger_TakingFire
{
speak "vo.combine.charger.takingfire_01" respeakdelay 15
speak "vo.combine.charger.takingfire_02" respeakdelay 15
speak "vo.combine.charger.takingfire_03" respeakdelay 15
speak "vo.combine.charger.takingfire_04" respeakdelay 15
speak "vo.combine.charger.takingfire_05" respeakdelay 15
speak "vo.combine.charger.takingfire_06" respeakdelay 15
speak "vo.combine.charger.takingfire_07" respeakdelay 15
speak "vo.combine.charger.takingfire_08" respeakdelay 15
speak "vo.combine.charger.takingfire_09" respeakdelay 15
speak "vo.combine.charger.takingfire_10" respeakdelay 15
speak "vo.combine.charger.takingfire_11" respeakdelay 15
speak "vo.combine.charger.takingfire_12" respeakdelay 15
speak "vo.combine.charger.takingfire_13" respeakdelay 15
speak "vo.combine.charger.takingfire_14" respeakdelay 15
speak "vo.combine.charger.takingfire_15" respeakdelay 15
speak "vo.combine.charger.takingfire_16" respeakdelay 15
speak "vo.combine.charger.takingfire_17" respeakdelay 15
}
rule CS_Charger_TakingFire
{
criteria IsCombineS IsClass_Charger ConceptTakingFire
response CS_Charger_TakingFire
}
response CS_Suppressor_TakingFire
{
speak "vo.combine.suppressor.takingfire_01" respeakdelay 15
speak "vo.combine.suppressor.takingfire_02" respeakdelay 15
speak "vo.combine.suppressor.takingfire_03" respeakdelay 15
speak "vo.combine.suppressor.takingfire_04" respeakdelay 15
speak "vo.combine.suppressor.takingfire_05" respeakdelay 15
speak "vo.combine.suppressor.takingfire_06" respeakdelay 15
speak "vo.combine.suppressor.takingfire_07" respeakdelay 15
speak "vo.combine.suppressor.takingfire_08" respeakdelay 15
speak "vo.combine.suppressor.takingfire_09" respeakdelay 15
speak "vo.combine.suppressor.takingfire_10" respeakdelay 15
speak "vo.combine.suppressor.takingfire_11" respeakdelay 15
speak "vo.combine.suppressor.takingfire_12" respeakdelay 15
speak "vo.combine.suppressor.takingfire_13" respeakdelay 15
speak "vo.combine.suppressor.takingfire_14" respeakdelay 15
speak "vo.combine.suppressor.takingfire_15" respeakdelay 15
speak "vo.combine.suppressor.takingfire_16" respeakdelay 15
speak "vo.combine.suppressor.takingfire_17" respeakdelay 15
}
rule CS_Suppressor_TakingFire
{
criteria IsCombineS IsClass_Suppressor ConceptTakingFire
response CS_Suppressor_TakingFire
}
response CS_Grunt_TakingFire
{
speak "vo.combine.grunt.takingfire_01" respeakdelay 15
speak "vo.combine.grunt.takingfire_02" respeakdelay 15
speak "vo.combine.grunt.takingfire_03" respeakdelay 15
speak "vo.combine.grunt.takingfire_04" respeakdelay 15
speak "vo.combine.grunt.takingfire_05" respeakdelay 15
speak "vo.combine.grunt.takingfire_06" respeakdelay 15
speak "vo.combine.grunt.takingfire_07" respeakdelay 15
speak "vo.combine.grunt.takingfire_08" respeakdelay 15
speak "vo.combine.grunt.takingfire_09" respeakdelay 15
speak "vo.combine.grunt.takingfire_10" respeakdelay 15
speak "vo.combine.grunt.takingfire_11" respeakdelay 15
speak "vo.combine.grunt.takingfire_12" respeakdelay 15
speak "vo.combine.grunt.takingfire_13" respeakdelay 15
speak "vo.combine.grunt.takingfire_14" respeakdelay 15
speak "vo.combine.grunt.takingfire_15" respeakdelay 15
speak "vo.combine.grunt.takingfire_16" respeakdelay 15
speak "vo.combine.grunt.takingfire_17" respeakdelay 15
}
rule CS_Grunt_TakingFire
{
criteria IsCombineS IsClass_Grunt ConceptTakingFire
response CS_Grunt_TakingFire
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Officer_Injured
{
speak "vo.combine.officer.injured_01"
speak "vo.combine.officer.injured_02"
speak "vo.combine.officer.injured_03"
speak "vo.combine.officer.injured_04"
speak "vo.combine.officer.injured_05"
speak "vo.combine.officer.injured_06"
}
rule CS_Officer_Injured
{
criteria IsCombineS IsClass_Officer ConceptInjured
response CS_Officer_Injured
}
response CS_Charger_Injured
{
speak "vo.combine.charger.injured_01"
speak "vo.combine.charger.injured_02"
speak "vo.combine.charger.injured_03"
speak "vo.combine.charger.injured_04"
speak "vo.combine.charger.injured_05"
speak "vo.combine.charger.injured_06"
speak "vo.combine.charger.injured_07"
}
rule CS_Charger_Injured
{
criteria IsCombineS IsClass_Charger ConceptInjured
response CS_Charger_Injured
}
response CS_Suppressor_Injured
{
speak "vo.combine.suppressor.injured_01"
speak "vo.combine.suppressor.injured_02"
speak "vo.combine.suppressor.injured_03"
speak "vo.combine.suppressor.injured_04"
speak "vo.combine.suppressor.injured_05"
speak "vo.combine.suppressor.injured_06"
speak "vo.combine.suppressor.injured_07"
}
rule CS_Suppressor_Injured
{
criteria IsCombineS IsClass_Suppressor ConceptInjured
response CS_Suppressor_Injured
}
response CS_Grunt_Injured
{
speak "vo.combine.grunt.injured_01"
speak "vo.combine.grunt.injured_02"
speak "vo.combine.grunt.injured_03"
speak "vo.combine.grunt.injured_04"
speak "vo.combine.grunt.injured_05"
speak "vo.combine.grunt.injured_06"
speak "vo.combine.grunt.injured_07"
speak "vo.combine.grunt.pain_01"
speak "vo.combine.grunt.pain_02"
speak "vo.combine.grunt.pain_03"
speak "vo.combine.grunt.pain_04"
speak "vo.combine.grunt.pain_05"
speak "vo.combine.grunt.pain_06"
speak "vo.combine.grunt.pain_07"
speak "vo.combine.grunt.pain_08"
speak "vo.combine.grunt.pain_09"
speak "vo.combine.grunt.pain_10"
}
rule CS_Grunt_Injured
{
criteria IsCombineS IsClass_Grunt ConceptInjured
response CS_Grunt_Injured
}
//========================================================================================================
// LOST VISUAL
//====================================================================
response CS_Officer_LostVisual
{
speak "vo.combine.officer.lostvisual_01" respeakdelay 30
speak "vo.combine.officer.lostvisual_02" respeakdelay 30
speak "vo.combine.officer.lostvisual_03" respeakdelay 30
speak "vo.combine.officer.lostvisual_04" respeakdelay 30
speak "vo.combine.officer.lostvisual_05" respeakdelay 30
speak "vo.combine.officer.lostvisual_06" respeakdelay 30
speak "vo.combine.officer.lostvisual_07" respeakdelay 30
speak "vo.combine.officer.lostvisual_08" respeakdelay 30
speak "vo.combine.officer.lostvisual_09" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_01" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_02" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_03" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_04" respeakdelay 30
}
rule CS_Officer_LostVisual
{
criteria IsCombineS IsClass_Officer ConceptLostVisual
response CS_Officer_LostVisual
}
response CS_Charger_LostVisual
{
speak "vo.combine.charger.lostvisual_01" respeakdelay 30
speak "vo.combine.charger.lostvisual_02" respeakdelay 30
speak "vo.combine.charger.lostvisual_03" respeakdelay 30
speak "vo.combine.charger.lostvisual_04" respeakdelay 30
speak "vo.combine.charger.lostvisual_05" respeakdelay 30
speak "vo.combine.charger.lostvisual_06" respeakdelay 30
speak "vo.combine.charger.lostvisual_07" respeakdelay 30
speak "vo.combine.charger.lostvisual_08" respeakdelay 30
speak "vo.combine.charger.lostvisual_09" respeakdelay 30
speak "vo.combine.charger.lostvisual_10" respeakdelay 30
speak "vo.combine.charger.lostenemy_01" respeakdelay 30
speak "vo.combine.charger.lostenemy_02" respeakdelay 30
speak "vo.combine.charger.lostenemy_03" respeakdelay 30
speak "vo.combine.charger.lostenemy_04" respeakdelay 30
speak "vo.combine.charger.lostenemy_05" respeakdelay 30
speak "vo.combine.charger.lostenemy_06" respeakdelay 30
speak "vo.combine.charger.lostenemy_07" respeakdelay 30
speak "vo.combine.charger.lostenemy_08" respeakdelay 30
}
rule CS_Charger_LostVisual
{
criteria IsCombineS IsClass_Charger ConceptLostVisual
response CS_Charger_LostVisual
}
response CS_Suppressor_LostVisual
{
speak "vo.combine.suppressor.lostvisual_01" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_02" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_03" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_04" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_05" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_06" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_07" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_08" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_09" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_10" respeakdelay 30
}
rule CS_Suppressor_LostVisual
{
criteria IsCombineS IsClass_Suppressor ConceptLostVisual
response CS_Suppressor_LostVisual
}
response CS_Grunt_LostVisual
{
speak "vo.combine.grunt.lostvisual_01" respeakdelay 30
speak "vo.combine.grunt.lostvisual_02" respeakdelay 30
speak "vo.combine.grunt.lostvisual_03" respeakdelay 30
speak "vo.combine.grunt.lostvisual_04" respeakdelay 30
speak "vo.combine.grunt.lostvisual_05" respeakdelay 30
speak "vo.combine.grunt.lostvisual_06" respeakdelay 30
speak "vo.combine.grunt.lostvisual_07" respeakdelay 30
speak "vo.combine.grunt.lostvisual_08" respeakdelay 30
speak "vo.combine.grunt.lostvisual_09" respeakdelay 30
speak "vo.combine.grunt.lostvisual_10" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_01" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_02" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_03" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_04" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_05" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_06" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_07" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_08" respeakdelay 30
}
rule CS_Grunt_LostVisual
{
criteria IsCombineS IsClass_Grunt ConceptLostVisual
response CS_Grunt_LostVisual
}
//========================================================================================================
// ATTACKING PLAYER'S COVER
//====================================================================
response CS_Officer_AttackingCover
{
speak "vo.combine.officer.announceattack_cover_01"
speak "vo.combine.officer.announceattack_cover_02"
speak "vo.combine.officer.announceattack_cover_03"
speak "vo.combine.officer.announceattack_cover_04"
speak "vo.combine.officer.announceattack_cover_05"
speak "vo.combine.officer.announceattack_cover_06"
speak "vo.combine.officer.announceattack_cover_07"
speak "vo.combine.officer.announceattack_cover_08"
}
rule CS_Officer_AttackingCover
{
criteria IsCombineS IsClass_Officer ConceptAttackingCover
response CS_Officer_AttackingCover
}
response CS_Charger_AttackingCover
{
// voice lines dont exist yet, using announceattack instead.
//speak "vo.combine.charger.announceattack_01"
//speak "vo.combine.charger.announceattack_02"
//speak "vo.combine.charger.announceattack_03"
//speak "vo.combine.charger.announceattack_04"
//speak "vo.combine.charger.announceattack_05"
//speak "vo.combine.charger.announceattack_06"
//speak "vo.combine.charger.announceattack_07"
//speak "vo.combine.charger.announceattack_08"
//speak "vo.combine.charger.announceattack_09"
//speak "vo.combine.charger.announceattack_10"
//speak "vo.combine.charger.announceattack_11"
}
rule CS_Charger_AttackingCover
{
criteria IsCombineS IsClass_Charger ConceptAttackingCover
response CS_Charger_AttackingCover
}
response CS_Suppressor_AttackingCover
{
speak "vo.combine.suppressor.attackingcover_01"
speak "vo.combine.suppressor.attackingcover_02"
speak "vo.combine.suppressor.attackingcover_03"
speak "vo.combine.suppressor.attackingcover_04"
speak "vo.combine.suppressor.attackingcover_05"
speak "vo.combine.suppressor.attackingcover_06"
speak "vo.combine.suppressor.attackingcover_07"
speak "vo.combine.suppressor.attackingcover_08"
speak "vo.combine.suppressor.attackingcover_09"
speak "vo.combine.suppressor.attackingcover_10"
speak "vo.combine.suppressor.attackingcover_11"
speak "vo.combine.suppressor.attackingcover_12"
speak "vo.combine.suppressor.attackingcover_13"
speak "vo.combine.suppressor.attackingcover_14"
speak "vo.combine.suppressor.attackingcover_15"
speak "vo.combine.suppressor.attackingcover_16"
}
rule CS_Suppressor_AttackingCover
{
criteria IsCombineS IsClass_Suppressor ConceptAttackingCover
response CS_Suppressor_AttackingCover
}
response CS_Grunt_AttackingCover
{
speak "vo.combine.grunt.announceattack_alyx_01"
speak "vo.combine.grunt.announceattack_alyx_02"
speak "vo.combine.grunt.announceattack_alyx_03"
speak "vo.combine.grunt.announceattack_alyx_04"
speak "vo.combine.grunt.announceattack_alyx_05"
speak "vo.combine.grunt.announceattack_alyx_06"
speak "vo.combine.grunt.announceattack_alyx_07"
speak "vo.combine.grunt.announceattack_alyx_08"
speak "vo.combine.grunt.announceattack_alyx_09"
speak "vo.combine.grunt.announceattack_alyx_10"
speak "vo.combine.grunt.announceattack_alyx_11"
}
rule CS_Grunt_AttackingCover
{
criteria IsCombineS IsClass_Grunt ConceptAttackingCover
response CS_Grunt_AttackingCover
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Officer_GetBack
{
speak "vo.combine.officer.getback_01"
speak "vo.combine.officer.getback_02"
speak "vo.combine.officer.getback_03"
}
rule CS_Officer_GetBack
{
criteria IsCombineS IsClass_Officer ConceptGetBack
response CS_Officer_GetBack
}
response CS_Charger_GetBack
{
//speak "Soldier01.Soldier1GetBack"
}
rule CS_Charger_GetBack
{
criteria IsCombineS IsClass_Charger ConceptGetBack
response CS_Charger_GetBack
}
response CS_Suppressor_GetBack
{
// lines not written or recorded
//speak "Soldier07.Soldier7GetBack"
}
rule CS_Suppressor_GetBack
{
criteria IsCombineS IsClass_Suppressor ConceptGetBack
response CS_Suppressor_GetBack
}
response CS_Grunt_GetBack
{
speak "vo.combine.grunt.getback_01"
speak "vo.combine.grunt.getback_02"
speak "vo.combine.grunt.getback_03"
speak "vo.combine.grunt.getback_04"
speak "vo.combine.grunt.getback_05"
}
rule CS_Grunt_GetBack
{
criteria IsCombineS IsClass_Grunt ConceptGetBack
response CS_Grunt_GetBack
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Officer_NearPanic_Alyx
{
speak "vo.combine.officer.nearpanic_01"
speak "vo.combine.officer.nearpanic_02"
speak "vo.combine.officer.nearpanic_03"
speak "vo.combine.officer.nearpanic_04"
speak "vo.combine.officer.nearpanic_05"
}
rule CS_Officer_NearPanic_Alyx
{
criteria IsCombineS IsClass_Officer ConceptNearPanic EnemyIsPlayer
response CS_Officer_NearPanic_Alyx
}
response CS_Officer_NearPanic
{
// dialog has not been recorded - emilyr.
//speak "Soldier05.Soldier5BackOff"
}
rule CS_Officer_NearPanic
{
criteria IsCombineS IsClass_Officer ConceptNearPanic
response CS_Officer_NearPanic
}
response CS_Charger_NearPanic
{
speak "vo.combine.charger.nearpanic_01"
speak "vo.combine.charger.nearpanic_02"
speak "vo.combine.charger.nearpanic_03"
speak "vo.combine.charger.nearpanic_04"
speak "vo.combine.charger.nearpanic_05"
speak "vo.combine.charger.nearpanic_06"
speak "vo.combine.charger.nearpanic_07"
speak "vo.combine.charger.nearpanic_10"
}
rule CS_Charger_NearPanic
{
criteria IsCombineS IsClass_Charger ConceptNearPanic
response CS_Charger_NearPanic
}
response CS_Charger_NearPanic_Alyx
{
speak "vo.combine.suppressor.nearpanic_01"
speak "vo.combine.suppressor.nearpanic_02"
speak "vo.combine.suppressor.nearpanic_03"
speak "vo.combine.suppressor.nearpanic_04"
speak "vo.combine.suppressor.nearpanic_05"
speak "vo.combine.suppressor.nearpanic_06"
speak "vo.combine.suppressor.nearpanic_07"
speak "vo.combine.suppressor.nearpanic_10"
}
rule CS_Charger_NearPanic_Alyx
{
criteria IsCombineS IsClass_Charger ConceptNearPanic EnemyIsPlayer
response CS_Charger_NearPanic_Alyx
}
response CS_Suppressor_NearPanic
{
speak "Soldier07.Soldier7BackOff"
}
rule CS_Suppressor_NearPanic
{
criteria IsCombineS IsClass_Suppressor ConceptNearPanic
response CS_Suppressor_NearPanic
}
response CS_Suppressor_NearPanic_Alyx
{
speak "Soldier07.Soldier7ShesOnMe"
speak "Soldier07.Soldier7BackOff"
}
rule CS_Suppressor_NearPanic_Alyx
{
criteria IsCombineS IsClass_Suppressor ConceptNearPanic EnemyIsPlayer
response CS_Suppressor_NearPanic_Alyx
}
response CS_Grunt_NearPanic
{
speak "vo.combine.grunt.nearpanic_01"
speak "vo.combine.grunt.nearpanic_02"
speak "vo.combine.grunt.nearpanic_03"
speak "vo.combine.grunt.nearpanic_04"
speak "vo.combine.grunt.nearpanic_05"
speak "vo.combine.grunt.nearpanic_06"
speak "vo.combine.grunt.nearpanic_07"
speak "vo.combine.grunt.nearpanic_08"
speak "vo.combine.grunt.nearpanic_09"
speak "vo.combine.grunt.nearpanic_10"
}
rule CS_Grunt_NearPanic
{
criteria IsCombineS IsClass_Grunt ConceptNearPanic
response CS_Grunt_NearPanic
}
response CS_Grunt_NearPanic_Alyx
{
speak "vo.combine.grunt.nearpanic_01"
speak "vo.combine.grunt.nearpanic_02"
speak "vo.combine.grunt.nearpanic_03"
speak "vo.combine.grunt.nearpanic_04"
speak "vo.combine.grunt.nearpanic_05"
speak "vo.combine.grunt.nearpanic_06"
speak "vo.combine.grunt.nearpanic_07"
speak "vo.combine.grunt.nearpanic_08"
speak "vo.combine.grunt.nearpanic_09"
speak "vo.combine.grunt.nearpanic_10"
}
rule CS_Grunt_NearPanic_Alyx
{
criteria IsCombineS IsClass_Grunt ConceptNearPanic EnemyIsPlayer
response CS_Grunt_NearPanic_Alyx
}
//========================================================================================================
// FIRING
//====================================================================
response CS_Officer_Firing
{
speak "vo.combine.officer.firing_01" respeakdelay 30
speak "vo.combine.officer.firing_02" respeakdelay 30
speak "vo.combine.officer.firing_03" respeakdelay 30
speak "vo.combine.officer.firing_04" respeakdelay 30
speak "vo.combine.officer.firing_05" respeakdelay 30
speak "vo.combine.officer.firing_06" respeakdelay 30
speak "vo.combine.officer.firing_player_01" respeakdelay 30
speak "vo.combine.officer.firing_player_02" respeakdelay 30
speak "vo.combine.officer.firing_player_03" respeakdelay 30
speak "vo.combine.officer.firing_player_04" respeakdelay 30
speak "vo.combine.officer.firing_player_05" respeakdelay 30
}
rule CS_Officer_Firing
{
criteria IsCombineS IsClass_Officer ConceptFiring
response CS_Officer_Firing
}
response CS_Charger_Firing
{
speak "vo.combine.charger.firing_01" respeakdelay 30
speak "vo.combine.charger.firing_02" respeakdelay 30
speak "vo.combine.charger.firing_03" respeakdelay 30
speak "vo.combine.charger.firing_04" respeakdelay 30
speak "vo.combine.charger.firing_05" respeakdelay 30
speak "vo.combine.charger.firing_06" respeakdelay 30
speak "vo.combine.charger.firing_07" respeakdelay 30
speak "vo.combine.charger.firing_08" respeakdelay 30
speak "vo.combine.charger.firing_09" respeakdelay 30
speak "vo.combine.charger.firing_10" respeakdelay 30
}
rule CS_Charger_Firing
{
criteria IsCombineS IsClass_Charger ConceptFiring
response CS_Charger_Firing
}
response CS_Suppressor_Firing
{
speak "vo.combine.suppressor.firing_01" respeakdelay 30
speak "vo.combine.suppressor.firing_02" respeakdelay 30
speak "vo.combine.suppressor.firing_03" respeakdelay 30
speak "vo.combine.suppressor.firing_04" respeakdelay 30
speak "vo.combine.suppressor.firing_05" respeakdelay 30
speak "vo.combine.suppressor.firing_06" respeakdelay 30
speak "vo.combine.suppressor.firing_07" respeakdelay 30
speak "vo.combine.suppressor.firing_08" respeakdelay 30
speak "vo.combine.suppressor.firing_09" respeakdelay 30
speak "vo.combine.suppressor.firing_10" respeakdelay 30
}
rule CS_Suppressor_Firing
{
criteria IsCombineS IsClass_Suppressor ConceptFiring
response CS_Suppressor_Firing
}
response CS_Grunt_Firing
{
speak "vo.combine.grunt.firing_01" respeakdelay 30
speak "vo.combine.grunt.firing_02" respeakdelay 30
speak "vo.combine.grunt.firing_03" respeakdelay 30
speak "vo.combine.grunt.firing_04" respeakdelay 30
speak "vo.combine.grunt.firing_05" respeakdelay 30
speak "vo.combine.grunt.firing_06" respeakdelay 30
speak "vo.combine.grunt.firing_07" respeakdelay 30
speak "vo.combine.grunt.firing_08" respeakdelay 30
speak "vo.combine.grunt.firing_09" respeakdelay 30
speak "vo.combine.grunt.firing_10" respeakdelay 30
}
rule CS_Grunt_Firing
{
criteria IsCombineS IsClass_Grunt ConceptFiring
response CS_Grunt_Firing
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Officer_FindEnemy
{
speak "vo.combine.officer.refindenemy_01"
speak "vo.combine.officer.refindenemy_02"
speak "vo.combine.officer.refindenemy_03"
speak "vo.combine.officer.refindenemy_04"
speak "vo.combine.officer.refindenemy_05"
speak "vo.combine.officer.refindenemy_06"
speak "vo.combine.officer.refindenemy_07"
speak "vo.combine.officer.refindenemy_08"
speak "vo.combine.officer.refindenemy_09"
speak "vo.combine.officer.refindenemy_10"
speak "vo.combine.officer.refindenemy_11"
speak "vo.combine.officer.refindenemy_12"
speak "vo.combine.officer.refindenemy_13"
speak "vo.combine.officer.refindenemy_14"
}
rule CS_Officer_FindEnemy
{
criteria IsCombineS IsClass_Officer ConceptFindEnemy
response CS_Officer_FindEnemy
}
response CS_Charger_FindEnemy
{
speak "vo.combine.charger.refindenemy_01"
speak "vo.combine.charger.refindenemy_02"
speak "vo.combine.charger.refindenemy_03"
speak "vo.combine.charger.refindenemy_04"
speak "vo.combine.charger.refindenemy_05"
speak "vo.combine.charger.refindenemy_06"
speak "vo.combine.charger.refindenemy_07"
speak "vo.combine.charger.refindenemy_08"
speak "vo.combine.charger.refindenemy_09"
speak "vo.combine.charger.refindenemy_10"
speak "vo.combine.charger.refindenemy_11"
speak "vo.combine.charger.refindenemy_12"
speak "vo.combine.charger.refindenemy_13"
speak "vo.combine.charger.refindenemy_14"
speak "vo.combine.charger.refindenemy_15"
speak "vo.combine.charger.refindenemy_16"
speak "vo.combine.charger.refindenemy_17"
speak "vo.combine.charger.refindenemy_18"
speak "vo.combine.charger.refindenemy_19"
speak "vo.combine.charger.refindenemy_20"
speak "vo.combine.charger.refindenemy_21"
speak "vo.combine.charger.refindenemy_22"
speak "vo.combine.charger.refindenemy_23"
speak "vo.combine.charger.refindenemy_24"
speak "vo.combine.charger.refindenemy_25"
speak "vo.combine.charger.refindenemy_26"
speak "vo.combine.charger.refindenemy_27"
}
rule CS_Charger_FindEnemy
{
criteria IsCombineS IsClass_Charger ConceptFindEnemy
response CS_Charger_FindEnemy
}
response CS_Suppressor_FindEnemy
{
speak "vo.combine.suppressor.refindenemy_01"
speak "vo.combine.suppressor.refindenemy_02"
speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.refindenemy_06"
speak "vo.combine.suppressor.refindenemy_07"
speak "vo.combine.suppressor.refindenemy_08"
speak "vo.combine.suppressor.refindenemy_09"
speak "vo.combine.suppressor.refindenemy_10"
speak "vo.combine.suppressor.refindenemy_11"
speak "vo.combine.suppressor.refindenemy_12"
speak "vo.combine.suppressor.refindenemy_13"
speak "vo.combine.suppressor.refindenemy_14"
speak "vo.combine.suppressor.refindenemy_15"
speak "vo.combine.suppressor.refindenemy_16"
speak "vo.combine.suppressor.refindenemy_17"
speak "vo.combine.suppressor.refindenemy_18"
speak "vo.combine.suppressor.refindenemy_19"
speak "vo.combine.suppressor.refindenemy_20"
speak "vo.combine.suppressor.refindenemy_21"
speak "vo.combine.suppressor.refindenemy_22"
speak "vo.combine.suppressor.refindenemy_23"
speak "vo.combine.suppressor.refindenemy_24"
speak "vo.combine.suppressor.refindenemy_25"
speak "vo.combine.suppressor.refindenemy_26"
speak "vo.combine.suppressor.refindenemy_27"
}
rule CS_Suppressor_FindEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFindEnemy
response CS_Suppressor_FindEnemy
}
response CS_Grunt_FindEnemy
{
speak "Soldier04.Soldier4FindHer"
}
rule CS_Grunt_FindEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFindEnemy
response CS_Grunt_FindEnemy
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Officer_FlushingEnemy
{
speak "vo.combine.officer.flushing_01"
speak "vo.combine.officer.flushing_02"
speak "vo.combine.officer.flushing_03"
speak "vo.combine.officer.flushing_04"
speak "vo.combine.officer.flushing_05"
speak "vo.combine.officer.flushing_06"
speak "vo.combine.officer.flushing_07"
}
rule CS_Officer_FlushingEnemy
{
criteria IsCombineS IsClass_Officer ConceptFlushingEnemy
response CS_Officer_FlushingEnemy
}
response CS_Charger_FlushingEnemy
{
// script has not been written yet
//speak "Soldier01.Soldier1FlushingHerOut"
}
rule CS_Charger_FlushingEnemy
{
criteria IsCombineS IsClass_Charger ConceptFlushingEnemy
response CS_Charger_FlushingEnemy
}
response CS_Suppressor_FlushingEnemy
{
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
speak "vo.combine.suppressor.advancing_on_target_21"
speak "vo.combine.suppressor.advancing_on_target_22"
speak "vo.combine.suppressor.advancing_on_target_23"
speak "vo.combine.suppressor.advancing_on_target_24"
speak "vo.combine.suppressor.advancing_on_target_25"
speak "vo.combine.suppressor.advancing_on_target_26"
speak "vo.combine.suppressor.advancing_on_target_27"
}
rule CS_Suppressor_FlushingEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFlushingEnemy
response CS_Suppressor_FlushingEnemy
}
response CS_Grunt_FlushingEnemy
{
speak "vo.combine.grunt.flushing_01"
speak "vo.combine.grunt.flushing_02"
speak "vo.combine.grunt.flushing_03"
speak "vo.combine.grunt.flushing_04"
speak "vo.combine.grunt.flushing_05"
speak "vo.combine.grunt.flushing_06"
speak "vo.combine.grunt.flushing_07"
}
rule CS_Grunt_FlushingEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFlushingEnemy
response CS_Grunt_FlushingEnemy
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Officer_Reconnoiter
{
speak "vo.combine.officer.reconnoiter_start_01"
speak "vo.combine.officer.reconnoiter_start_02"
speak "vo.combine.officer.reconnoiter_start_03"
speak "vo.combine.officer.reconnoiter_start_04"
speak "vo.combine.officer.reconnoiter_start_05"
speak "vo.combine.officer.reconnoiter_start_06"
speak "vo.combine.officer.reconnoiter_start_07"
speak "vo.combine.officer.reconnoiter_start_08"
speak "vo.combine.officer.reconnoiter_start_09"
speak "vo.combine.officer.reconnoiter_start_10"
speak "vo.combine.officer.reconnoiter_start_11"
speak "vo.combine.officer.reconnoiter_start_12"
speak "vo.combine.officer.reconnoiter_start_13"
}
rule CS_Officer_Reconnoiter
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterStart
response CS_Officer_Reconnoiter
}
response CS_Charger_Reconnoiter
{
speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.reconnoiter_start_02"
speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.reconnoiter_start_06"
speak "vo.combine.charger.reconnoiter_start_07"
speak "vo.combine.charger.reconnoiter_start_08"
speak "vo.combine.charger.reconnoiter_start_09"
speak "vo.combine.charger.reconnoiter_start_10"
speak "vo.combine.charger.reconnoiter_start_11"
speak "vo.combine.charger.reconnoiter_start_12"
speak "vo.combine.charger.reconnoiter_start_13"
speak "vo.combine.charger.reconnoiter_start_14"
speak "vo.combine.charger.reconnoiter_start_15"
speak "vo.combine.charger.reconnoiter_start_16"
speak "vo.combine.charger.reconnoiter_start_17"
speak "vo.combine.charger.reconnoiter_start_18"
speak "vo.combine.charger.reconnoiter_start_19"
speak "vo.combine.charger.reconnoiter_start_20"
speak "vo.combine.charger.reconnoiter_start_21"
speak "vo.combine.charger.reconnoiter_start_22"
speak "vo.combine.charger.reconnoiter_start_23"
speak "vo.combine.charger.reconnoiter_start_24"
speak "vo.combine.charger.reconnoiter_start_25"
speak "vo.combine.charger.reconnoiter_start_26"
speak "vo.combine.charger.reconnoiter_start_27"
speak "vo.combine.charger.reconnoiter_start_28"
speak "vo.combine.charger.reconnoiter_start_29"
speak "vo.combine.charger.reconnoiter_start_30"
}
rule CS_Charger_Reconnoiter
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterStart
response CS_Charger_Reconnoiter
}
response CS_Suppressor_Reconnoiter
{
speak "vo.combine.suppressor.coverme_01"
speak "vo.combine.suppressor.coverme_02"
speak "vo.combine.suppressor.coverme_03"
speak "vo.combine.suppressor.coverme_04"
speak "vo.combine.suppressor.coverme_05"
speak "vo.combine.suppressor.coverme_06"
speak "vo.combine.suppressor.coverme_07"
}
rule CS_Suppressor_Reconnoiter
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterStart
response CS_Suppressor_Reconnoiter
}
response CS_Grunt_Reconnoiter
{
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_02"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_07"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
speak "vo.combine.grunt.reconnoiter_start_11"
speak "vo.combine.grunt.reconnoiter_start_12"
speak "vo.combine.grunt.reconnoiter_start_13"
speak "vo.combine.grunt.reconnoiter_start_14"
speak "vo.combine.grunt.reconnoiter_start_15"
speak "vo.combine.grunt.reconnoiter_start_16"
speak "vo.combine.grunt.reconnoiter_start_17"
speak "vo.combine.grunt.reconnoiter_start_18"
speak "vo.combine.grunt.reconnoiter_start_19"
speak "vo.combine.grunt.reconnoiter_start_20"
speak "vo.combine.grunt.reconnoiter_start_21"
speak "vo.combine.grunt.reconnoiter_start_22"
speak "vo.combine.grunt.reconnoiter_start_23"
speak "vo.combine.grunt.reconnoiter_start_24"
speak "vo.combine.grunt.reconnoiter_start_25"
speak "vo.combine.grunt.reconnoiter_start_26"
speak "vo.combine.grunt.reconnoiter_start_27"
speak "vo.combine.grunt.reconnoiter_start_28"
speak "vo.combine.grunt.reconnoiter_start_29"
speak "vo.combine.grunt.reconnoiter_start_30"
}
rule CS_Grunt_Reconnoiter
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterStart
response CS_Grunt_Reconnoiter
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Officer_ReconnoiterSearch
{
speak "vo.combine.officer.reconnoiter_search_01"
speak "vo.combine.officer.reconnoiter_search_02"
speak "vo.combine.officer.reconnoiter_search_03"
speak "vo.combine.officer.reconnoiter_search_04"
speak "vo.combine.officer.reconnoiter_search_05"
speak "vo.combine.officer.reconnoiter_search_06"
speak "vo.combine.officer.reconnoiter_search_07"
speak "vo.combine.officer.reconnoiter_search_08"
speak "vo.combine.officer.reconnoiter_search_09"
speak "vo.combine.officer.reconnoiter_search_10"
speak "vo.combine.officer.reconnoiter_search_11"
speak "vo.combine.officer.reconnoiter_search_12"
speak "vo.combine.officer.reconnoiter_search_13"
speak "vo.combine.officer.reconnoiter_search_14"
speak "vo.combine.officer.reconnoiter_search_15"
speak "vo.combine.officer.reconnoiter_search_16"
}
rule CS_Officer_ReconnoiterSearch
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterSearch
response CS_Officer_ReconnoiterSearch
}
response CS_Charger_ReconnoiterSearch
{
speak "vo.combine.charger.reconnoiter_search_01"
speak "vo.combine.charger.reconnoiter_search_02"
speak "vo.combine.charger.reconnoiter_search_03"
speak "vo.combine.charger.reconnoiter_search_04"
speak "vo.combine.charger.reconnoiter_search_05"
speak "vo.combine.charger.reconnoiter_search_06"
speak "vo.combine.charger.reconnoiter_search_07"
speak "vo.combine.charger.reconnoiter_search_08"
speak "vo.combine.charger.reconnoiter_search_09"
speak "vo.combine.charger.reconnoiter_search_10"
speak "vo.combine.charger.reconnoiter_search_11"
speak "vo.combine.charger.reconnoiter_search_12"
speak "vo.combine.charger.reconnoiter_search_13"
speak "vo.combine.charger.reconnoiter_search_14"
speak "vo.combine.charger.reconnoiter_search_15"
speak "vo.combine.charger.reconnoiter_search_16"
speak "vo.combine.charger.reconnoiter_search_17"
speak "vo.combine.charger.reconnoiter_search_18"
speak "vo.combine.charger.reconnoiter_search_19"
speak "vo.combine.charger.reconnoiter_search_20"
speak "vo.combine.charger.reconnoiter_search_21"
speak "vo.combine.charger.reconnoiter_search_22"
speak "vo.combine.charger.reconnoiter_search_23"
speak "vo.combine.charger.reconnoiter_search_24"
speak "vo.combine.charger.reconnoiter_search_25"
speak "vo.combine.charger.reconnoiter_search_26"
speak "vo.combine.charger.reconnoiter_search_27"
speak "vo.combine.charger.reconnoiter_search_28"
speak "vo.combine.charger.reconnoiter_search_29"
speak "vo.combine.charger.reconnoiter_search_30"
}
rule CS_Charger_ReconnoiterSearch
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterSearch
response CS_Charger_ReconnoiterSearch
}
response CS_Suppressor_ReconnoiterSearch
{
speak "vo.combine.suppressor.reconnoiter_search_01"
speak "vo.combine.suppressor.reconnoiter_search_02"
speak "vo.combine.suppressor.reconnoiter_search_03"
speak "vo.combine.suppressor.reconnoiter_search_04"
speak "vo.combine.suppressor.reconnoiter_search_05"
speak "vo.combine.suppressor.reconnoiter_search_06"
speak "vo.combine.suppressor.reconnoiter_search_07"
speak "vo.combine.suppressor.reconnoiter_search_08"
speak "vo.combine.suppressor.reconnoiter_search_09"
speak "vo.combine.suppressor.reconnoiter_search_10"
speak "vo.combine.suppressor.reconnoiter_search_11"
speak "vo.combine.suppressor.reconnoiter_search_12"
speak "vo.combine.suppressor.reconnoiter_search_13"
speak "vo.combine.suppressor.reconnoiter_search_14"
speak "vo.combine.suppressor.reconnoiter_search_15"
speak "vo.combine.suppressor.reconnoiter_search_16"
speak "vo.combine.suppressor.reconnoiter_search_17"
speak "vo.combine.suppressor.reconnoiter_search_18"
speak "vo.combine.suppressor.reconnoiter_search_19"
speak "vo.combine.suppressor.reconnoiter_search_20"
speak "vo.combine.suppressor.reconnoiter_search_21"
speak "vo.combine.suppressor.reconnoiter_search_22"
speak "vo.combine.suppressor.reconnoiter_search_23"
speak "vo.combine.suppressor.reconnoiter_search_24"
speak "vo.combine.suppressor.reconnoiter_search_25"
speak "vo.combine.suppressor.reconnoiter_search_26"
speak "vo.combine.suppressor.reconnoiter_search_27"
speak "vo.combine.suppressor.reconnoiter_search_28"
speak "vo.combine.suppressor.reconnoiter_search_29"
speak "vo.combine.suppressor.reconnoiter_search_30"
}
rule CS_Suppressor_ReconnoiterSearch
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterSearch
response CS_Suppressor_ReconnoiterSearch
}
response CS_Grunt_ReconnoiterSearch
{
speak "vo.combine.grunt.reconnoiter_search_01"
speak "vo.combine.grunt.reconnoiter_search_02"
speak "vo.combine.grunt.reconnoiter_search_03"
speak "vo.combine.grunt.reconnoiter_search_04"
speak "vo.combine.grunt.reconnoiter_search_05"
speak "vo.combine.grunt.reconnoiter_search_06"
speak "vo.combine.grunt.reconnoiter_search_07"
speak "vo.combine.grunt.reconnoiter_search_08"
speak "vo.combine.grunt.reconnoiter_search_09"
speak "vo.combine.grunt.reconnoiter_search_10"
speak "vo.combine.grunt.reconnoiter_search_11"
speak "vo.combine.grunt.reconnoiter_search_12"
speak "vo.combine.grunt.reconnoiter_search_13"
speak "vo.combine.grunt.reconnoiter_search_14"
speak "vo.combine.grunt.reconnoiter_search_15"
speak "vo.combine.grunt.reconnoiter_search_16"
speak "vo.combine.grunt.reconnoiter_search_17"
speak "vo.combine.grunt.reconnoiter_search_18"
speak "vo.combine.grunt.reconnoiter_search_19"
speak "vo.combine.grunt.reconnoiter_search_20"
speak "vo.combine.grunt.reconnoiter_search_21"
speak "vo.combine.grunt.reconnoiter_search_22"
speak "vo.combine.grunt.reconnoiter_search_23"
speak "vo.combine.grunt.reconnoiter_search_24"
speak "vo.combine.grunt.reconnoiter_search_25"
speak "vo.combine.grunt.reconnoiter_search_26"
speak "vo.combine.grunt.reconnoiter_search_27"
speak "vo.combine.grunt.reconnoiter_search_28"
speak "vo.combine.grunt.reconnoiter_search_29"
speak "vo.combine.grunt.reconnoiter_search_30"
speak "vo.combine.grunt.reconnoiter_search_31"
speak "vo.combine.grunt.reconnoiter_search_32"
speak "vo.combine.grunt.reconnoiter_search_33"
speak "vo.combine.grunt.reconnoiter_search_34"
speak "vo.combine.grunt.reconnoiter_search_35"
speak "vo.combine.grunt.reconnoiter_search_36"
speak "vo.combine.grunt.reconnoiter_search_37"
}
rule CS_Grunt_ReconnoiterSearch
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterSearch
response CS_Grunt_ReconnoiterSearch
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Officer_ReconnoiterFinish
{
speak "vo.combine.officer.reconnoiter_finish_01"
speak "vo.combine.officer.reconnoiter_finish_02"
speak "vo.combine.officer.reconnoiter_finish_03"
speak "vo.combine.officer.reconnoiter_finish_04"
speak "vo.combine.officer.reconnoiter_finish_05"
speak "vo.combine.officer.reconnoiter_finish_06"
speak "vo.combine.officer.reconnoiter_finish_07"
speak "vo.combine.officer.reconnoiter_finish_08"
speak "vo.combine.officer.reconnoiter_finish_09"
speak "vo.combine.officer.reconnoiter_finish_10"
speak "vo.combine.officer.reconnoiter_finish_11"
speak "vo.combine.officer.reconnoiter_finish_12"
speak "vo.combine.officer.reconnoiter_finish_13"
speak "vo.combine.officer.reconnoiter_finish_14"
speak "vo.combine.officer.reconnoiter_finish_15"
speak "vo.combine.officer.reconnoiter_finish_16"
speak "vo.combine.officer.reconnoiter_finish_17"
speak "vo.combine.officer.reconnoiter_finish_18"
}
rule CS_Officer_ReconnoiterFinish
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterFinish
response CS_Officer_ReconnoiterFinish
}
response CS_Charger_ReconnoiterFinish
{
speak "vo.combine.charger.reconnoiter_finish_01"
speak "vo.combine.charger.reconnoiter_finish_02"
speak "vo.combine.charger.reconnoiter_finish_03"
speak "vo.combine.charger.reconnoiter_finish_04"
speak "vo.combine.charger.reconnoiter_finish_05"
speak "vo.combine.charger.reconnoiter_finish_06"
speak "vo.combine.charger.reconnoiter_finish_07"
speak "vo.combine.charger.reconnoiter_finish_08"
speak "vo.combine.charger.reconnoiter_finish_09"
speak "vo.combine.charger.reconnoiter_finish_10"
speak "vo.combine.charger.reconnoiter_finish_11"
speak "vo.combine.charger.reconnoiter_finish_12"
speak "vo.combine.charger.reconnoiter_finish_13"
speak "vo.combine.charger.reconnoiter_finish_14"
speak "vo.combine.charger.reconnoiter_finish_15"
speak "vo.combine.charger.reconnoiter_finish_16"
speak "vo.combine.charger.reconnoiter_finish_17"
speak "vo.combine.charger.reconnoiter_finish_18"
speak "vo.combine.charger.reconnoiter_finish_19"
speak "vo.combine.charger.reconnoiter_finish_20"
speak "vo.combine.charger.reconnoiter_finish_21"
speak "vo.combine.charger.reconnoiter_finish_22"
speak "vo.combine.charger.reconnoiter_finish_23"
speak "vo.combine.charger.reconnoiter_finish_24"
speak "vo.combine.charger.reconnoiter_finish_25"
speak "vo.combine.charger.reconnoiter_finish_26"
speak "vo.combine.charger.reconnoiter_finish_27"
speak "vo.combine.charger.reconnoiter_finish_28"
speak "vo.combine.charger.reconnoiter_finish_29"
speak "vo.combine.charger.reconnoiter_finish_30"
}
rule CS_Charger_ReconnoiterFinish
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterFinish
response CS_Charger_ReconnoiterFinish
}
response CS_Suppressor_ReconnoiterFinish
{
speak "vo.combine.suppressor.reconnoiter_finish_01"
speak "vo.combine.suppressor.reconnoiter_finish_02"
speak "vo.combine.suppressor.reconnoiter_finish_03"
speak "vo.combine.suppressor.reconnoiter_finish_04"
speak "vo.combine.suppressor.reconnoiter_finish_05"
speak "vo.combine.suppressor.reconnoiter_finish_06"
speak "vo.combine.suppressor.reconnoiter_finish_07"
speak "vo.combine.suppressor.reconnoiter_finish_08"
speak "vo.combine.suppressor.reconnoiter_finish_09"
speak "vo.combine.suppressor.reconnoiter_finish_10"
speak "vo.combine.suppressor.reconnoiter_finish_11"
speak "vo.combine.suppressor.reconnoiter_finish_12"
speak "vo.combine.suppressor.reconnoiter_finish_13"
speak "vo.combine.suppressor.reconnoiter_finish_14"
speak "vo.combine.suppressor.reconnoiter_finish_15"
speak "vo.combine.suppressor.reconnoiter_finish_16"
speak "vo.combine.suppressor.reconnoiter_finish_17"
speak "vo.combine.suppressor.reconnoiter_finish_18"
speak "vo.combine.suppressor.reconnoiter_finish_19"
speak "vo.combine.suppressor.reconnoiter_finish_20"
speak "vo.combine.suppressor.reconnoiter_finish_21"
speak "vo.combine.suppressor.reconnoiter_finish_22"
speak "vo.combine.suppressor.reconnoiter_finish_23"
speak "vo.combine.suppressor.reconnoiter_finish_24"
speak "vo.combine.suppressor.reconnoiter_finish_25"
speak "vo.combine.suppressor.reconnoiter_finish_26"
speak "vo.combine.suppressor.reconnoiter_finish_27"
speak "vo.combine.suppressor.reconnoiter_finish_28"
speak "vo.combine.suppressor.reconnoiter_finish_29"
speak "vo.combine.suppressor.reconnoiter_finish_30"
}
rule CS_Suppressor_ReconnoiterFinish
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterFinish
response CS_Suppressor_ReconnoiterFinish
}
response CS_Grunt_ReconnoiterFinish
{
speak "vo.combine.grunt.reconnoiter_finish_01"
speak "vo.combine.grunt.reconnoiter_finish_02"
speak "vo.combine.grunt.reconnoiter_finish_03"
speak "vo.combine.grunt.reconnoiter_finish_04"
speak "vo.combine.grunt.reconnoiter_finish_05"
speak "vo.combine.grunt.reconnoiter_finish_06"
speak "vo.combine.grunt.reconnoiter_finish_07"
speak "vo.combine.grunt.reconnoiter_finish_08"
speak "vo.combine.grunt.reconnoiter_finish_09"
speak "vo.combine.grunt.reconnoiter_finish_10"
speak "vo.combine.grunt.reconnoiter_finish_11"
speak "vo.combine.grunt.reconnoiter_finish_12"
speak "vo.combine.grunt.reconnoiter_finish_13"
speak "vo.combine.grunt.reconnoiter_finish_14"
speak "vo.combine.grunt.reconnoiter_finish_15"
speak "vo.combine.grunt.reconnoiter_finish_16"
speak "vo.combine.grunt.reconnoiter_finish_17"
speak "vo.combine.grunt.reconnoiter_finish_18"
speak "vo.combine.grunt.reconnoiter_finish_19"
speak "vo.combine.grunt.reconnoiter_finish_20"
speak "vo.combine.grunt.reconnoiter_finish_21"
speak "vo.combine.grunt.reconnoiter_finish_22"
speak "vo.combine.grunt.reconnoiter_finish_23"
speak "vo.combine.grunt.reconnoiter_finish_24"
speak "vo.combine.grunt.reconnoiter_finish_25"
speak "vo.combine.grunt.reconnoiter_finish_26"
speak "vo.combine.grunt.reconnoiter_finish_27"
speak "vo.combine.grunt.reconnoiter_finish_28"
speak "vo.combine.grunt.reconnoiter_finish_29"
speak "vo.combine.grunt.reconnoiter_finish_30"
speak "vo.combine.grunt.reconnoiter_finish_31"
speak "vo.combine.grunt.reconnoiter_finish_32"
speak "vo.combine.grunt.reconnoiter_finish_33"
speak "vo.combine.grunt.reconnoiter_finish_34"
}
rule CS_Grunt_ReconnoiterFinish
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterFinish
response CS_Grunt_ReconnoiterFinish
}
//========================================================================================================
// MOVING TOWARDS OUR ENEMY
//====================================================================
response CS_Officer_AdvancingOnTarget
{
speak "vo.combine.officer.advancing_on_target_01"
speak "vo.combine.officer.advancing_on_target_02"
speak "vo.combine.officer.advancing_on_target_03"
speak "vo.combine.officer.advancing_on_target_04"
speak "vo.combine.officer.advancing_on_target_05"
speak "vo.combine.officer.advancing_on_target_06"
speak "vo.combine.officer.advancing_on_target_07"
speak "vo.combine.officer.advancing_on_target_08"
speak "vo.combine.officer.advancing_on_target_09"
speak "vo.combine.officer.advancing_on_target_10"
speak "vo.combine.officer.advancing_on_target_11"
speak "vo.combine.officer.advancing_on_target_12"
speak "vo.combine.officer.advancing_on_target_13"
speak "vo.combine.officer.advancing_on_target_14"
}
rule CS_Officer_AdvancingOnTarget
{
criteria IsCombineS IsClass_Officer ConceptAdvancingOnTarget
response CS_Officer_AdvancingOnTarget
}
response CS_Charger_AdvancingOnTarget
{
speak "vo.combine.charger.advancing_on_target_01"
speak "vo.combine.charger.advancing_on_target_02"
speak "vo.combine.charger.advancing_on_target_03"
speak "vo.combine.charger.advancing_on_target_04"
speak "vo.combine.charger.advancing_on_target_05"
speak "vo.combine.charger.advancing_on_target_06"
speak "vo.combine.charger.advancing_on_target_07"
speak "vo.combine.charger.advancing_on_target_08"
speak "vo.combine.charger.advancing_on_target_09"
speak "vo.combine.charger.advancing_on_target_10"
speak "vo.combine.charger.advancing_on_target_11"
speak "vo.combine.charger.advancing_on_target_12"
speak "vo.combine.charger.advancing_on_target_13"
speak "vo.combine.charger.advancing_on_target_14"
speak "vo.combine.charger.advancing_on_target_15"
speak "vo.combine.charger.advancing_on_target_16"
speak "vo.combine.charger.advancing_on_target_17"
speak "vo.combine.charger.advancing_on_target_18"
speak "vo.combine.charger.advancing_on_target_19"
speak "vo.combine.charger.advancing_on_target_20"
speak "vo.combine.charger.advancing_on_target_21"
speak "vo.combine.charger.advancing_on_target_22"
speak "vo.combine.charger.advancing_on_target_23"
speak "vo.combine.charger.advancing_on_target_24"
speak "vo.combine.charger.advancing_on_target_25"
speak "vo.combine.charger.advancing_on_target_26"
speak "vo.combine.charger.advancing_on_target_27"
}
rule CS_Charger_AdvancingOnTarget
{
criteria IsCombineS IsClass_Charger ConceptAdvancingOnTarget
response CS_Charger_AdvancingOnTarget
}
response CS_Suppressor_AdvancingOnTarget
{
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
speak "vo.combine.suppressor.advancing_on_target_21"
speak "vo.combine.suppressor.advancing_on_target_22"
speak "vo.combine.suppressor.advancing_on_target_23"
speak "vo.combine.suppressor.advancing_on_target_24"
speak "vo.combine.suppressor.advancing_on_target_25"
speak "vo.combine.suppressor.advancing_on_target_26"
speak "vo.combine.suppressor.advancing_on_target_27"
}
rule CS_Suppressor_AdvancingOnTarget
{
criteria IsCombineS IsClass_Suppressor ConceptAdvancingOnTarget
response CS_Suppressor_AdvancingOnTarget
}
response CS_Grunt_AdvancingOnTarget
{
speak "vo.combine.grunt.advancing_on_target_01"
speak "vo.combine.grunt.advancing_on_target_02"
speak "vo.combine.grunt.advancing_on_target_03"
speak "vo.combine.grunt.advancing_on_target_04"
speak "vo.combine.grunt.advancing_on_target_05"
speak "vo.combine.grunt.advancing_on_target_06"
speak "vo.combine.grunt.advancing_on_target_07"
speak "vo.combine.grunt.advancing_on_target_08"
speak "vo.combine.grunt.advancing_on_target_09"
speak "vo.combine.grunt.advancing_on_target_10"
speak "vo.combine.grunt.advancing_on_target_11"
speak "vo.combine.grunt.advancing_on_target_12"
speak "vo.combine.grunt.advancing_on_target_13"
speak "vo.combine.grunt.advancing_on_target_14"
speak "vo.combine.grunt.advancing_on_target_15"
speak "vo.combine.grunt.advancing_on_target_16"
speak "vo.combine.grunt.advancing_on_target_17"
speak "vo.combine.grunt.advancing_on_target_18"
speak "vo.combine.grunt.advancing_on_target_19"
speak "vo.combine.grunt.advancing_on_target_20"
speak "vo.combine.grunt.advancing_on_target_21"
speak "vo.combine.grunt.advancing_on_target_22"
speak "vo.combine.grunt.advancing_on_target_23"
speak "vo.combine.grunt.advancing_on_target_24"
speak "vo.combine.grunt.advancing_on_target_25"
speak "vo.combine.grunt.advancing_on_target_26"
speak "vo.combine.grunt.advancing_on_target_27"
}
rule CS_Grunt_AdvancingOnTarget
{
criteria IsCombineS IsClass_Grunt ConceptAdvancingOnTarget
response CS_Grunt_AdvancingOnTarget
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Officer_EstablishingLOF
{
speak "vo.combine.officer.establishinglof_01" respeakdelay 30
speak "vo.combine.officer.establishinglof_02" respeakdelay 30
speak "vo.combine.officer.establishinglof_03" respeakdelay 30
speak "vo.combine.officer.establishinglof_04" respeakdelay 30
speak "vo.combine.officer.establishinglof_05" respeakdelay 30
speak "vo.combine.officer.establishinglof_06" respeakdelay 30
speak "vo.combine.officer.establishinglof_07" respeakdelay 30
speak "vo.combine.officer.establishinglof_08" respeakdelay 30
speak "vo.combine.officer.establishinglof_09" respeakdelay 30
speak "vo.combine.officer.establishinglof_10" respeakdelay 30
speak "vo.combine.officer.establishinglof_11" respeakdelay 30
speak "vo.combine.officer.establishinglof_12" respeakdelay 30
speak "vo.combine.officer.establishinglof_13" respeakdelay 30
speak "vo.combine.officer.establishinglof_14" respeakdelay 30
speak "vo.combine.officer.establishinglof_15" respeakdelay 30
}
rule CS_Officer_EstablishingLOF
{
criteria IsCombineS IsClass_Officer ConceptEstablishingLOF
response CS_Officer_EstablishingLOF
}
response CS_Charger_EstablishingLOF
{
speak "vo.combine.charger.establishinglof_01" respeakdelay 30
speak "vo.combine.charger.establishinglof_02" respeakdelay 30
speak "vo.combine.charger.establishinglof_03" respeakdelay 30
speak "vo.combine.charger.establishinglof_04" respeakdelay 30
speak "vo.combine.charger.establishinglof_05" respeakdelay 30
speak "vo.combine.charger.establishinglof_06" respeakdelay 30
speak "vo.combine.charger.establishinglof_07" respeakdelay 30
speak "vo.combine.charger.establishinglof_08" respeakdelay 30
speak "vo.combine.charger.establishinglof_09" respeakdelay 30
speak "vo.combine.charger.establishinglof_10" respeakdelay 30
speak "vo.combine.charger.establishinglof_11" respeakdelay 30
speak "vo.combine.charger.establishinglof_12" respeakdelay 30
speak "vo.combine.charger.establishinglof_13" respeakdelay 30
speak "vo.combine.charger.establishinglof_14" respeakdelay 30
speak "vo.combine.charger.establishinglof_15" respeakdelay 30
speak "vo.combine.charger.establishinglof_16" respeakdelay 30
speak "vo.combine.charger.establishinglof_17" respeakdelay 30
speak "vo.combine.charger.establishinglof_18" respeakdelay 30
speak "vo.combine.charger.establishinglof_19" respeakdelay 30
}
rule CS_Charger_EstablishingLOF
{
criteria IsCombineS IsClass_Charger ConceptEstablishingLOF
response CS_Charger_EstablishingLOF
}
response CS_Suppressor_EstablishingLOF
{
speak "vo.combine.suppressor.establishinglof_01" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_02" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_03" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_04" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_05" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_06" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_07" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_08" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_09" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_10" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_11" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_12" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_13" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_14" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_15" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_16" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_17" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_18" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_19" respeakdelay 30
}
rule CS_Suppressor_EstablishingLOF
{
criteria IsCombineS IsClass_Suppressor ConceptEstablishingLOF
response CS_Suppressor_EstablishingLOF
}
response CS_Grunt_EstablishingLOF
{
speak "vo.combine.grunt.establishinglof_01" respeakdelay 30
speak "vo.combine.grunt.establishinglof_02" respeakdelay 30
speak "vo.combine.grunt.establishinglof_03" respeakdelay 30
speak "vo.combine.grunt.establishinglof_04" respeakdelay 30
speak "vo.combine.grunt.establishinglof_05" respeakdelay 30
speak "vo.combine.grunt.establishinglof_06" respeakdelay 30
speak "vo.combine.grunt.establishinglof_07" respeakdelay 30
speak "vo.combine.grunt.establishinglof_08" respeakdelay 30
speak "vo.combine.grunt.establishinglof_09" respeakdelay 30
speak "vo.combine.grunt.establishinglof_10" respeakdelay 30
speak "vo.combine.grunt.establishinglof_11" respeakdelay 30
speak "vo.combine.grunt.establishinglof_12" respeakdelay 30
speak "vo.combine.grunt.establishinglof_13" respeakdelay 30
speak "vo.combine.grunt.establishinglof_14" respeakdelay 30
speak "vo.combine.grunt.establishinglof_15" respeakdelay 30
speak "vo.combine.grunt.establishinglof_16" respeakdelay 30
speak "vo.combine.grunt.establishinglof_17" respeakdelay 30
speak "vo.combine.grunt.establishinglof_18" respeakdelay 30
speak "vo.combine.grunt.establishinglof_19" respeakdelay 30
}
rule CS_Grunt_EstablishingLOF
{
criteria IsCombineS IsClass_Grunt ConceptEstablishingLOF
response CS_Grunt_EstablishingLOF
}
//========================================================================================================
// ANNOUNCING A CHARGE
//========================================================================================================
response CS_Charger_AnnounceCharge
{
speak "vo.combine.charger.announceattack_charge_01" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_02" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_03" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_04" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_05" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_06" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_07" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_08" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_09" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_10" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_11" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_12" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_13" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_14" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_15" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_16" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_17" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_18" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_19" predelay 1.5 respeakdelay 15
}
rule CS_Charger_AnnounceCharge
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge
response CS_Charger_AnnounceCharge
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Officer_CoverMe
{
speak "vo.combine.officer.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Officer_CoverMe
{
criteria IsCombineS IsClass_Officer ConceptCoverMe HasOtherSquadMembers
response CS_Officer_CoverMe
}
response CS_Charger_CoverMe
{
// coverme dialog has not been written yet. using announceattack instead.
speak "vo.combine.charger.announceattack_01" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_02" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_03" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_04" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_05" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_06" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_07" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_08" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_09" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_10" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_11" predelay 1 respeakdelay 15
}
rule CS_Charger_CoverMe
{
criteria IsCombineS IsClass_Charger ConceptCoverMe HasOtherSquadMembers
response CS_Charger_CoverMe
}
response CS_Suppressor_CoverMe
{
speak "vo.combine.suppressor.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Suppressor_CoverMe
{
criteria IsCombineS IsClass_Suppressor ConceptCoverMe HasOtherSquadMembers
response CS_Suppressor_CoverMe
}
response CS_Grunt_CoverMe
{
speak "vo.combine.grunt.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Grunt_CoverMe
{
criteria IsCombineS IsClass_Grunt ConceptCoverMe HasOtherSquadMembers
response CS_Grunt_CoverMe
}
//========================================================================================================
// ANNOUNCING ATTACKS
// ATTACK IS GRENADE THROW
//====================================================================
response CS_Officer_AnnounceAttack_Grenade
{
speak "vo.combine.officer.announceattack_grenade_01"
speak "vo.combine.officer.announceattack_grenade_02"
speak "vo.combine.officer.announceattack_grenade_03"
speak "vo.combine.officer.announceattack_grenade_04"
speak "vo.combine.officer.announceattack_grenade_05"
speak "vo.combine.officer.announceattack_grenade_06"
speak "vo.combine.officer.announceattack_grenade_07"
}
rule CS_Officer_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Officer ConceptAnnounceAttack AnnounceIsGrenade
response CS_Officer_AnnounceAttack_Grenade
}
response CS_Charger_AnnounceAttack_Grenade
{
// this dialog has not been written yet.
//speak "Soldier01.Soldier1ThrowingGrenade"
}
rule CS_Charger_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Charger ConceptAnnounceAttack AnnounceIsGrenade
response CS_Charger_AnnounceAttack_Grenade
}
response CS_Suppressor_AnnounceAttack_Grenade
{
// dialog not written or recorded yet
//speak "Soldier07.Soldier7ThrowingGrenade"
}
rule CS_Suppressor_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceAttack AnnounceIsGrenade
response CS_Suppressor_AnnounceAttack_Grenade
}
response CS_Grunt_AnnounceAttack_Grenade
{
speak "vo.combine.grunt.announceattack_grenade_01"
speak "vo.combine.grunt.announceattack_grenade_02"
speak "vo.combine.grunt.announceattack_grenade_03"
speak "vo.combine.grunt.announceattack_grenade_04"
speak "vo.combine.grunt.announceattack_grenade_05"
speak "vo.combine.grunt.announceattack_grenade_06"
speak "vo.combine.grunt.announceattack_grenade_07"
speak "vo.combine.grunt.announceattack_grenade_08"
speak "vo.combine.grunt.announceattack_grenade_09"
speak "vo.combine.grunt.announceattack_grenade_10"
}
rule CS_Grunt_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceAttack AnnounceIsGrenade
response CS_Grunt_AnnounceAttack_Grenade
}
//====================================================================
// ATTACK IS MANHACK RELEASE
//====================================================================
response CS_Officer_AnnounceAttack_Manhack
{
// oops - this didn't get recorded
//speak "vo.combine.officer.announceattack_manhack_01"
//speak "vo.combine.officer.announceattack_manhack_02"
//speak "vo.combine.officer.announceattack_manhack_03"
//speak "vo.combine.officer.announceattack_manhack_04"
//speak "vo.combine.officer.announceattack_manhack_05"
//speak "vo.combine.officer.announceattack_manhack_06"
//speak "vo.combine.officer.announceattack_manhack_07"
//speak "vo.combine.officer.announceattack_manhack_08"
//speak "vo.combine.officer.announceattack_manhack_09"
//speak "vo.combine.officer.announceattack_manhack_10"
}
rule CS_Officer_AnnounceAttack_Manhack
{
criteria IsCombineS IsClass_Officer ConceptAnnounceAttack AnnounceIsManhack
response CS_Officer_AnnounceAttack_Manhack
}
//========================================================================================================
// REFOUND AN ENEMY THAT ELUDED US
//====================================================================
response CS_Officer_overwatch
{
speak "vo.combine.officer.refindenemy_01"
speak "vo.combine.officer.refindenemy_02"
speak "vo.combine.officer.refindenemy_03"
speak "vo.combine.officer.refindenemy_04"
speak "vo.combine.officer.refindenemy_05"
speak "vo.combine.officer.refindenemy_06"
speak "vo.combine.officer.refindenemy_07"
speak "vo.combine.officer.refindenemy_08"
speak "vo.combine.officer.refindenemy_09"
speak "vo.combine.officer.refindenemy_10"
speak "vo.combine.officer.refindenemy_11"
speak "vo.combine.officer.refindenemy_12"
speak "vo.combine.officer.refindenemy_13"
speak "vo.combine.officer.refindenemy_14"
}
rule CS_Officer_overwatch
{
criteria IsCombineS IsClass_Officer ConceptOverwatch
response CS_Officer_overwatch
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Officer_Overwatch
{
speak "vo.combine.officer.overwatch_01" respeakdelay 15
speak "vo.combine.officer.overwatch_02" respeakdelay 15
speak "vo.combine.officer.overwatch_03" respeakdelay 15
speak "vo.combine.officer.overwatch_04" respeakdelay 15
speak "vo.combine.officer.overwatch_05" respeakdelay 15
speak "vo.combine.officer.overwatch_06" respeakdelay 15
speak "vo.combine.officer.overwatch_07" respeakdelay 15
speak "vo.combine.officer.overwatch_08" respeakdelay 15
speak "vo.combine.officer.overwatch_09" respeakdelay 15
speak "vo.combine.officer.overwatch_10" respeakdelay 15
speak "vo.combine.officer.overwatch_11" respeakdelay 15
speak "vo.combine.officer.overwatch_12" respeakdelay 15
speak "vo.combine.officer.overwatch_13" respeakdelay 15
speak "vo.combine.officer.overwatch_14" respeakdelay 15
speak "vo.combine.officer.overwatch_15" respeakdelay 15
speak "vo.combine.officer.overwatch_16" respeakdelay 15
speak "vo.combine.officer.overwatch_17" respeakdelay 15
speak "vo.combine.officer.overwatch_18" respeakdelay 15
speak "vo.combine.officer.overwatch_19" respeakdelay 15
}
rule CS_Officer_overwatch
{
criteria IsCombineS IsClass_Officer ConceptOverwatch
response CS_Officer_overwatch
}
response CS_Charger_Overwatch
{
speak "vo.combine.grunt.overwatch_01" respeakdelay 15
speak "vo.combine.grunt.overwatch_02" respeakdelay 15
speak "vo.combine.grunt.overwatch_03" respeakdelay 15
speak "vo.combine.grunt.overwatch_04" respeakdelay 15
speak "vo.combine.grunt.overwatch_05" respeakdelay 15
speak "vo.combine.grunt.overwatch_06" respeakdelay 15
speak "vo.combine.grunt.overwatch_07" respeakdelay 15
speak "vo.combine.grunt.overwatch_08" respeakdelay 15
speak "vo.combine.grunt.overwatch_09" respeakdelay 15
speak "vo.combine.grunt.overwatch_10" respeakdelay 15
speak "vo.combine.grunt.overwatch_11" respeakdelay 15
speak "vo.combine.grunt.overwatch_12" respeakdelay 15
speak "vo.combine.grunt.overwatch_13" respeakdelay 15
speak "vo.combine.grunt.overwatch_14" respeakdelay 15
speak "vo.combine.grunt.overwatch_15" respeakdelay 15
speak "vo.combine.grunt.overwatch_16" respeakdelay 15
speak "vo.combine.grunt.overwatch_17" respeakdelay 15
speak "vo.combine.grunt.overwatch_18" respeakdelay 15
speak "vo.combine.grunt.overwatch_19" respeakdelay 15
speak "vo.combine.grunt.overwatch_20" respeakdelay 15
speak "vo.combine.grunt.overwatch_21" respeakdelay 15
speak "vo.combine.grunt.overwatch_22" respeakdelay 15
speak "vo.combine.grunt.overwatch_23" respeakdelay 15
speak "vo.combine.grunt.overwatch_24" respeakdelay 15
speak "vo.combine.grunt.overwatch_25" respeakdelay 15
speak "vo.combine.grunt.overwatch_26" respeakdelay 15
speak "vo.combine.grunt.overwatch_27" respeakdelay 15
}
rule CS_Charger_overwatch
{
criteria IsCombineS IsClass_Charger ConceptOverwatch
response CS_Charger_overwatch
}
response CS_Suppressor_Overwatch
{
speak "vo.combine.suppressor.overwatch_01"
speak "vo.combine.suppressor.overwatch_02"
speak "vo.combine.suppressor.overwatch_03"
speak "vo.combine.suppressor.overwatch_04"
speak "vo.combine.suppressor.overwatch_05"
speak "vo.combine.suppressor.overwatch_06"
speak "vo.combine.suppressor.overwatch_07"
speak "vo.combine.suppressor.overwatch_08"
speak "vo.combine.suppressor.overwatch_09"
speak "vo.combine.suppressor.overwatch_10"
speak "vo.combine.suppressor.overwatch_11"
speak "vo.combine.suppressor.overwatch_12"
speak "vo.combine.suppressor.overwatch_13"
speak "vo.combine.suppressor.overwatch_14"
speak "vo.combine.suppressor.overwatch_15"
speak "vo.combine.suppressor.overwatch_16"
speak "vo.combine.suppressor.overwatch_17"
speak "vo.combine.suppressor.overwatch_18"
speak "vo.combine.suppressor.overwatch_19"
speak "vo.combine.suppressor.overwatch_20"
speak "vo.combine.suppressor.overwatch_21"
speak "vo.combine.suppressor.overwatch_22"
speak "vo.combine.suppressor.overwatch_23"
speak "vo.combine.suppressor.overwatch_24"
speak "vo.combine.suppressor.overwatch_25"
speak "vo.combine.suppressor.overwatch_26"
speak "vo.combine.suppressor.overwatch_27"
}
rule CS_Suppressor_Overwatch
{
criteria IsCombineS IsClass_Suppressor ConceptOverwatch
response CS_Suppressor_Overwatch
}
response CS_Grunt_Overwatch
{
speak "vo.combine.grunt.overwatch_01" respeakdelay 15
speak "vo.combine.grunt.overwatch_02" respeakdelay 15
speak "vo.combine.grunt.overwatch_03" respeakdelay 15
speak "vo.combine.grunt.overwatch_04" respeakdelay 15
speak "vo.combine.grunt.overwatch_05" respeakdelay 15
speak "vo.combine.grunt.overwatch_06" respeakdelay 15
speak "vo.combine.grunt.overwatch_07" respeakdelay 15
speak "vo.combine.grunt.overwatch_08" respeakdelay 15
speak "vo.combine.grunt.overwatch_09" respeakdelay 15
speak "vo.combine.grunt.overwatch_10" respeakdelay 15
speak "vo.combine.grunt.overwatch_11" respeakdelay 15
speak "vo.combine.grunt.overwatch_12" respeakdelay 15
speak "vo.combine.grunt.overwatch_13" respeakdelay 15
speak "vo.combine.grunt.overwatch_14" respeakdelay 15
speak "vo.combine.grunt.overwatch_15" respeakdelay 15
speak "vo.combine.grunt.overwatch_16" respeakdelay 15
speak "vo.combine.grunt.overwatch_17" respeakdelay 15
speak "vo.combine.grunt.overwatch_18" respeakdelay 15
speak "vo.combine.grunt.overwatch_19" respeakdelay 15
speak "vo.combine.grunt.overwatch_20" respeakdelay 15
speak "vo.combine.grunt.overwatch_21" respeakdelay 15
speak "vo.combine.grunt.overwatch_22" respeakdelay 15
speak "vo.combine.grunt.overwatch_23" respeakdelay 15
speak "vo.combine.grunt.overwatch_24" respeakdelay 15
speak "vo.combine.grunt.overwatch_25" respeakdelay 15
speak "vo.combine.grunt.overwatch_26" respeakdelay 15
speak "vo.combine.grunt.overwatch_27" respeakdelay 15
}
rule CS_Grunt_Overwatch
{
criteria IsCombineS IsClass_Grunt ConceptOverwatch
response CS_Grunt_Overwatch
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Officer_Suppressing
{
speak "vo.combine.officer.firing_01"
speak "vo.combine.officer.firing_02"
speak "vo.combine.officer.firing_03"
speak "vo.combine.officer.firing_04"
}
rule CS_Officer_Suppressing
{
criteria IsCombineS IsClass_Officer ConceptSuppressing
response CS_Officer_Suppressing
}
response CS_Charger_Suppressing
{
speak "vo.combine.charger.suppressing_01"
speak "vo.combine.charger.suppressing_02"
speak "vo.combine.charger.suppressing_03"
speak "vo.combine.charger.suppressing_04"
speak "vo.combine.charger.suppressing_05"
speak "vo.combine.charger.suppressing_06"
speak "vo.combine.charger.suppressing_07"
speak "vo.combine.charger.suppressing_08"
speak "vo.combine.charger.suppressing_09"
speak "vo.combine.charger.suppressing_10"
}
rule CS_Charger_Suppressing
{
criteria IsCombineS IsClass_Charger ConceptSuppressing
response CS_Charger_Suppressing
}
response CS_Suppressor_Suppressing
{
speak "vo.combine.suppressor.suppressing_01"
speak "vo.combine.suppressor.suppressing_02"
speak "vo.combine.suppressor.suppressing_03"
speak "vo.combine.suppressor.suppressing_04"
speak "vo.combine.suppressor.suppressing_05"
speak "vo.combine.suppressor.suppressing_06"
speak "vo.combine.suppressor.suppressing_07"
speak "vo.combine.suppressor.suppressing_08"
speak "vo.combine.suppressor.suppressing_09"
speak "vo.combine.suppressor.suppressing_10"
}
rule CS_Suppressor_Suppressing
{
criteria IsCombineS IsClass_Suppressor ConceptSuppressing
response CS_Suppressor_Suppressing
}
response CS_Grunt_Suppressing
{
speak "vo.combine.grunt.suppressing_01"
speak "vo.combine.grunt.suppressing_02"
speak "vo.combine.grunt.suppressing_03"
speak "vo.combine.grunt.suppressing_04"
speak "vo.combine.grunt.suppressing_05"
speak "vo.combine.grunt.suppressing_06"
speak "vo.combine.grunt.suppressing_07"
speak "vo.combine.grunt.suppressing_08"
speak "vo.combine.grunt.suppressing_09"
speak "vo.combine.grunt.suppressing_10"
}
rule CS_Grunt_Suppressing
{
criteria IsCombineS IsClass_Grunt ConceptSuppressing
response CS_Grunt_Suppressing
}
//========================================================================================================
// LOST ENEMY
// RECENTLY
//====================================================================
response CS_Officer_LostShort
{
speak "vo.combine.officer.lostenemy_01"
speak "vo.combine.officer.lostenemy_02"
speak "vo.combine.officer.lostenemy_03"
speak "vo.combine.officer.lostenemy_04"
speak "vo.combine.officer.lostenemy_05"
speak "vo.combine.officer.lostenemy_06"
}
rule CS_Officer_LostShort
{
criteria IsCombineS IsClass_Officer ConceptLostEnemy LostEnemyShortTime
response CS_Officer_LostShort
}
response CS_Charger_LostShort
{
speak "vo.combine.charger.lostenemy_01"
speak "vo.combine.charger.lostenemy_02"
speak "vo.combine.charger.lostenemy_03"
speak "vo.combine.charger.lostenemy_04"
speak "vo.combine.charger.lostenemy_05"
speak "vo.combine.charger.lostenemy_06"
speak "vo.combine.charger.lostenemy_07"
speak "vo.combine.charger.lostenemy_08"
}
rule CS_Charger_LostShort
{
criteria IsCombineS IsClass_Charger ConceptLostEnemy LostEnemyShortTime
response CS_Charger_LostShort
}
response CS_Suppressor_LostShort
{
speak "vo.combine.suppressor.lostenemy_01"
speak "vo.combine.suppressor.lostenemy_02"
speak "vo.combine.suppressor.lostenemy_03"
speak "vo.combine.suppressor.lostenemy_04"
speak "vo.combine.suppressor.lostenemy_05"
speak "vo.combine.suppressor.lostenemy_06"
speak "vo.combine.suppressor.lostenemy_07"
speak "vo.combine.suppressor.lostenemy_08"
}
rule CS_Suppressor_LostShort
{
criteria IsCombineS IsClass_Suppressor ConceptLostEnemy LostEnemyShortTime
response CS_Suppressor_LostShort
}
response CS_Grunt_LostShort
{
speak "vo.combine.grunt.lostvisual_01"
speak "vo.combine.grunt.lostvisual_02"
speak "vo.combine.grunt.lostvisual_03"
speak "vo.combine.grunt.lostvisual_04"
speak "vo.combine.grunt.lostvisual_05"
speak "vo.combine.grunt.lostvisual_06"
speak "vo.combine.grunt.lostvisual_07"
speak "vo.combine.grunt.lostvisual_08"
speak "vo.combine.grunt.lostvisual_09"
speak "vo.combine.grunt.lostvisual_10"
}
rule CS_Grunt_LostShort
{
criteria IsCombineS IsClass_Grunt ConceptLostEnemy LostEnemyShortTime
response CS_Grunt_LostShort
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Officer_Reload
{
// dialog has not been recorded. using grunt barks instead.
speak "vo.combine.officer.reload_01" predelay 0.5
speak "vo.combine.officer.reload_02" predelay 0.5
speak "vo.combine.officer.reload_03" predelay 0.5
speak "vo.combine.officer.reload_04" predelay 0.5
speak "vo.combine.officer.reload_05" predelay 0.5
speak "vo.combine.officer.reload_06" predelay 0.5
speak "vo.combine.officer.reload_07" predelay 0.5
speak "vo.combine.officer.reload_08" predelay 0.5
}
rule CS_Officer_Reload
{
criteria IsCombineS IsClass_Officer ConceptReload
response CS_Officer_Reload
}
response CS_Charger_Reload
{
speak "vo.combine.charger.reload_01" predelay 0.5
speak "vo.combine.charger.reload_02" predelay 0.5
speak "vo.combine.charger.reload_03" predelay 0.5
speak "vo.combine.charger.reload_04" predelay 0.5
speak "vo.combine.charger.reload_05" predelay 0.5
speak "vo.combine.charger.reload_06" predelay 0.5
speak "vo.combine.charger.reload_07" predelay 0.5
speak "vo.combine.charger.reload_08" predelay 0.5
speak "vo.combine.charger.reload_09" predelay 0.5
}
rule CS_Charger_Reload
{
criteria IsCombineS IsClass_Charger ConceptReload
response CS_Charger_Reload
}
response CS_Suppressor_Reload
{
speak "vo.combine.suppressor.reload_01" predelay 0.5
speak "vo.combine.suppressor.reload_02" predelay 0.5
speak "vo.combine.suppressor.reload_03" predelay 0.5
speak "vo.combine.suppressor.reload_04" predelay 0.5
speak "vo.combine.suppressor.reload_05" predelay 0.5
speak "vo.combine.suppressor.reload_06" predelay 0.5
speak "vo.combine.suppressor.reload_07" predelay 0.5
speak "vo.combine.suppressor.reload_08" predelay 0.5
speak "vo.combine.suppressor.reload_09" predelay 0.5
}
rule CS_Suppressor_Reload
{
criteria IsCombineS IsClass_Suppressor ConceptReload
response CS_Suppressor_Reload
}
response CS_Grunt_Reload
{
speak "vo.combine.grunt.reload_01" predelay 0.5
speak "vo.combine.grunt.reload_02" predelay 0.5
speak "vo.combine.grunt.reload_03" predelay 0.5
speak "vo.combine.grunt.reload_04" predelay 0.5
speak "vo.combine.grunt.reload_05" predelay 0.5
speak "vo.combine.grunt.reload_06" predelay 0.5
speak "vo.combine.grunt.reload_07" predelay 0.5
speak "vo.combine.grunt.reload_08" predelay 0.5
speak "vo.combine.grunt.reload_09" predelay 0.5
}
rule CS_Grunt_Reload
{
criteria IsCombineS IsClass_Grunt ConceptReload
response CS_Grunt_Reload
}
//========================================================================================================
// ANNOUNCING DANGER
// DANGER IS GRENADE
//====================================================================
response CS_Officer_AnnounceDanger_Grenade
{
speak "vo.combine.officer.danger_grenade_01"
speak "vo.combine.officer.danger_grenade_02"
speak "vo.combine.officer.danger_grenade_03"
speak "vo.combine.officer.danger_grenade_04"
speak "vo.combine.officer.danger_grenade_05"
speak "vo.combine.officer.danger_grenade_06"
speak "vo.combine.officer.danger_grenade_07"
speak "vo.combine.officer.danger_grenade_08"
speak "vo.combine.officer.danger_grenade_09"
speak "vo.combine.officer.danger_grenade_10"
}
rule CS_Officer_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Officer ConceptDanger DangerIsGrenade
response CS_Officer_AnnounceDanger_Grenade
}
response CS_Charger_AnnounceDanger_Grenade
{
speak "vo.combine.charger.danger_grenade_01"
speak "vo.combine.charger.danger_grenade_02"
speak "vo.combine.charger.danger_grenade_03"
speak "vo.combine.charger.danger_grenade_04"
speak "vo.combine.charger.danger_grenade_05"
speak "vo.combine.charger.danger_grenade_06"
speak "vo.combine.charger.danger_grenade_07"
speak "vo.combine.charger.danger_grenade_08"
speak "vo.combine.charger.danger_grenade_09"
speak "vo.combine.charger.danger_grenade_10"
}
rule CS_Charger_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Charger ConceptDanger DangerIsGrenade
response CS_Charger_AnnounceDanger_Grenade
}
response CS_Suppressor_AnnounceDanger_Grenade
{
speak "vo.combine.suppressor.danger_grenade_01"
speak "vo.combine.suppressor.danger_grenade_02"
speak "vo.combine.suppressor.danger_grenade_03"
speak "vo.combine.suppressor.danger_grenade_04"
speak "vo.combine.suppressor.danger_grenade_05"
speak "vo.combine.suppressor.danger_grenade_06"
speak "vo.combine.suppressor.danger_grenade_07"
speak "vo.combine.suppressor.danger_grenade_08"
speak "vo.combine.suppressor.danger_grenade_09"
speak "vo.combine.suppressor.danger_grenade_10"
}
rule CS_Suppressor_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptDanger DangerIsGrenade
response CS_Suppressor_AnnounceDanger_Grenade
}
response CS_Grunt_AnnounceDanger_Grenade
{
speak "vo.combine.grunt.danger_grenade_01"
speak "vo.combine.grunt.danger_grenade_02"
speak "vo.combine.grunt.danger_grenade_03"
speak "vo.combine.grunt.danger_grenade_04"
speak "vo.combine.grunt.danger_grenade_05"
speak "vo.combine.grunt.danger_grenade_06"
speak "vo.combine.grunt.danger_grenade_07"
speak "vo.combine.grunt.danger_grenade_08"
speak "vo.combine.grunt.danger_grenade_09"
speak "vo.combine.grunt.danger_grenade_10"
}
rule CS_Grunt_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptDanger DangerIsGrenade
response CS_Grunt_AnnounceDanger_Grenade
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Officer_PlayerIsHurt
{
speak "vo.combine.officer.playerishurt_01"
speak "vo.combine.officer.playerishurt_02"
speak "vo.combine.officer.playerishurt_03"
speak "vo.combine.officer.playerishurt_04"
speak "vo.combine.officer.playerishurt_05"
speak "vo.combine.officer.playerishurt_06"
speak "vo.combine.officer.playerishurt_07"
speak "vo.combine.officer.playerishurt_08"
speak "vo.combine.officer.playerishurt_09"
speak "vo.combine.officer.playerishurt_10"
speak "vo.combine.officer.playerishurt_11"
speak "vo.combine.officer.playerishurt_12"
}
rule CS_Officer_PlayerIsHurt
{
criteria IsCombineS IsClass_Officer ConceptPlayerIsHurt
response CS_Officer_PlayerIsHurt
}
response CS_Charger_PlayerIsHurt
{
speak "vo.combine.charger.playerishurt_01"
speak "vo.combine.charger.playerishurt_02"
speak "vo.combine.charger.playerishurt_03"
speak "vo.combine.charger.playerishurt_04"
speak "vo.combine.charger.playerishurt_05"
speak "vo.combine.charger.playerishurt_06"
speak "vo.combine.charger.playerishurt_07"
speak "vo.combine.charger.playerishurt_08"
speak "vo.combine.charger.playerishurt_09"
speak "vo.combine.charger.playerishurt_10"
speak "vo.combine.charger.playerishurt_11"
speak "vo.combine.charger.playerishurt_12"
speak "vo.combine.charger.playerishurt_13"
}
rule CS_Charger_PlayerIsHurt
{
criteria IsCombineS IsClass_Charger ConceptPlayerIsHurt
response CS_Charger_PlayerIsHurt
}
response CS_Suppressor_PlayerIsHurt
{
speak "vo.combine.suppressor.playerishurt_01"
speak "vo.combine.suppressor.playerishurt_02"
speak "vo.combine.suppressor.playerishurt_03"
speak "vo.combine.suppressor.playerishurt_04"
speak "vo.combine.suppressor.playerishurt_05"
speak "vo.combine.suppressor.playerishurt_06"
speak "vo.combine.suppressor.playerishurt_07"
speak "vo.combine.suppressor.playerishurt_08"
speak "vo.combine.suppressor.playerishurt_09"
speak "vo.combine.suppressor.playerishurt_10"
speak "vo.combine.suppressor.playerishurt_11"
speak "vo.combine.suppressor.playerishurt_12"
speak "vo.combine.suppressor.playerishurt_13"
}
rule CS_Suppressor_PlayerIsHurt
{
criteria IsCombineS IsClass_Suppressor ConceptPlayerIsHurt
response CS_Suppressor_PlayerIsHurt
}
response CS_Grunt_PlayerIsHurt
{
speak "vo.combine.grunt.playerishurt_01"
speak "vo.combine.grunt.playerishurt_02"
speak "vo.combine.grunt.playerishurt_03"
speak "vo.combine.grunt.playerishurt_04"
speak "vo.combine.grunt.playerishurt_05"
speak "vo.combine.grunt.playerishurt_06"
speak "vo.combine.grunt.playerishurt_07"
speak "vo.combine.grunt.playerishurt_08"
speak "vo.combine.grunt.playerishurt_09"
speak "vo.combine.grunt.playerishurt_10"
speak "vo.combine.grunt.playerishurt_11"
speak "vo.combine.grunt.playerishurt_12"
speak "vo.combine.grunt.playerishurt_13"
}
rule CS_Grunt_PlayerIsHurt
{
criteria IsCombineS IsClass_Grunt ConceptPlayerIsHurt
response CS_Grunt_PlayerIsHurt
}
//========================================================================================================
// SQUAD MEMBER LOST
// SQUAD MEMBER WAS LEADER
//====================================================================
response CS_Officer_SquadMemberLost_Leader
{
// dialog has not been recorded
// officer can't comment on their own death?
}
rule CS_Officer_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost LostSquadLeader
response CS_Officer_SquadMemberLost_Leader
}
response CS_Charger_SquadMemberLost_Leader
{
speak "vo.combine.charger.squadmemberlost_leader_01" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_02" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_03" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_04" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_05" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_06" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_07" predelay 1
}
rule CS_Charger_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost LostSquadLeader
response CS_Charger_SquadMemberLost_Leader
}
response CS_Suppressor_SquadMemberLost_Leader
{
speak "vo.combine.suppressor.squadmemberlost_leader_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_07" predelay 1
}
rule CS_Suppressor_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost LostSquadLeader
response CS_Suppressor_SquadMemberLost_Leader
}
response CS_Grunt_SquadMemberLost_Leader
{
speak "vo.combine.grunt.squadmemberlost_leader_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_07" predelay 1
}
rule CS_Grunt_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost LostSquadLeader
response CS_Grunt_SquadMemberLost_Leader
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Officer_SquadMemberLost_LastManStanding
{
speak "vo.combine.officer.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_10" predelay 1
}
rule CS_Officer_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Officer_SquadMemberLost_LastManStanding
}
response CS_Charger_SquadMemberLost_LastManStanding
{
speak "vo.combine.charger.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_10" predelay 1
}
rule CS_Charger_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Charger_SquadMemberLost_LastManStanding
}
response CS_Suppressor_SquadMemberLost_LastManStanding
{
speak "vo.combine.suppressor.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_10" predelay 1
}
rule CS_Suppressor_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Suppressor_SquadMemberLost_LastManStanding
}
response CS_Grunt_SquadMemberLost_LastManStanding
{
speak "vo.combine.grunt.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_10" predelay 1
}
rule CS_Grunt_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Grunt_SquadMemberLost_LastManStanding
}
//====================================================================
// SQUAD MEMBER LOST GENERAL
//====================================================================
response CS_Officer_SquadMemberLost
{
// dialog has not been recorded. using grunt vo instead.
speak "vo.combine.officer.squadmemberlost_01" predelay 1
speak "vo.combine.officer.squadmemberlost_02" predelay 1
speak "vo.combine.officer.squadmemberlost_03" predelay 1
speak "vo.combine.officer.squadmemberlost_04" predelay 1
speak "vo.combine.officer.squadmemberlost_05" predelay 1
speak "vo.combine.officer.squadmemberlost_06" predelay 1
speak "vo.combine.officer.squadmemberlost_07" predelay 1
speak "vo.combine.officer.squadmemberlost_08" predelay 1
speak "vo.combine.officer.squadmemberlost_09" predelay 1
speak "vo.combine.officer.squadmemberlost_10" predelay 1
speak "vo.combine.officer.squadmemberlost_11" predelay 1
}
rule CS_Officer_SquadMemberLost
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost
response CS_Officer_SquadMemberLost
}
response CS_Charger_SquadMemberLost
{
speak "vo.combine.charger.squadmemberlost_01" predelay 1
speak "vo.combine.charger.squadmemberlost_02" predelay 1
speak "vo.combine.charger.squadmemberlost_03" predelay 1
speak "vo.combine.charger.squadmemberlost_04" predelay 1
speak "vo.combine.charger.squadmemberlost_05" predelay 1
speak "vo.combine.charger.squadmemberlost_06" predelay 1
speak "vo.combine.charger.squadmemberlost_07" predelay 1
speak "vo.combine.charger.squadmemberlost_08" predelay 1
speak "vo.combine.charger.squadmemberlost_09" predelay 1
speak "vo.combine.charger.squadmemberlost_10" predelay 1
speak "vo.combine.charger.squadmemberlost_11" predelay 1
}
rule CS_Charger_SquadMemberLost
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost
response CS_Charger_SquadMemberLost
}
response CS_Suppressor_SquadMemberLost
{
speak "vo.combine.suppressor.squadmemberlost_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_08" predelay 1
speak "vo.combine.suppressor.squadmemberlost_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_10" predelay 1
speak "vo.combine.suppressor.squadmemberlost_11" predelay 1
}
rule CS_Suppressor_SquadMemberLost
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost
response CS_Suppressor_SquadMemberLost
}
response CS_Grunt_SquadMemberLost
{
speak "vo.combine.grunt.squadmemberlost_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_08" predelay 1
speak "vo.combine.grunt.squadmemberlost_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_10" predelay 1
speak "vo.combine.grunt.squadmemberlost_11" predelay 1
}
rule CS_Grunt_SquadMemberLost
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost
response CS_Grunt_SquadMemberLost
}
//====================================================================
// OFFICER CALL FOR REINFORCEMENTS
//====================================================================
response CS_Officer_CallReinforcements
{
// oops this didn't get recorded
//speak "vo.combine.officer.callreinforcements_01"
//speak "vo.combine.officer.callreinforcements_02"
//speak "vo.combine.officer.callreinforcements_03"
//speak "vo.combine.officer.callreinforcements_04"
//speak "vo.combine.officer.callreinforcements_05"
//speak "vo.combine.officer.callreinforcements_06"
//speak "vo.combine.officer.callreinforcements_07"
//speak "vo.combine.officer.callreinforcements_08"
//speak "vo.combine.officer.callreinforcements_09"
//speak "vo.combine.officer.callreinforcements_10"
}
rule CS_Officer_CallReinforcements
{
criteria IsCombineS IsClass_Officer ConceptCallReinforcements
response CS_Officer_CallReinforcements
}
//====================================================================
// CALL & RESPONSE SYSTEM FOR OFFICER->SOLDIER ORDERS
//====================================================================
//------------------------------------------------
// ORDER: ESTABLISH LOS GENERAL
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_03"
speak "vo.combine.officer.establishinglof_order_04"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS CHARGER
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS SUPPRESSOR
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS GRUNT
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
response CS_Charger_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.charger.establishinglof_01"
speak "vo.combine.charger.establishinglof_02"
speak "vo.combine.charger.establishinglof_03"
speak "vo.combine.charger.establishinglof_04"
speak "vo.combine.charger.establishinglof_05"
speak "vo.combine.charger.establishinglof_06"
speak "vo.combine.charger.establishinglof_07"
speak "vo.combine.charger.establishinglof_08"
speak "vo.combine.charger.establishinglof_09"
speak "vo.combine.charger.establishinglof_10"
speak "vo.combine.charger.establishinglof_11"
speak "vo.combine.charger.establishinglof_12"
speak "vo.combine.charger.establishinglof_13"
speak "vo.combine.charger.establishinglof_14"
speak "vo.combine.charger.establishinglof_15"
speak "vo.combine.charger.establishinglof_16"
speak "vo.combine.charger.establishinglof_17"
speak "vo.combine.charger.establishinglof_18"
speak "vo.combine.charger.establishinglof_19"
}
rule CS_Charger_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Charger ConceptOrderResponse Order_EstablishLOS
response CS_Charger_CS_Charger_OrderResponse_EstablishLOS
}
response CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.suppressor.establishinglof_01"
speak "vo.combine.suppressor.establishinglof_02"
speak "vo.combine.suppressor.establishinglof_03"
speak "vo.combine.suppressor.establishinglof_04"
speak "vo.combine.suppressor.establishinglof_05"
speak "vo.combine.suppressor.establishinglof_06"
speak "vo.combine.suppressor.establishinglof_07"
speak "vo.combine.suppressor.establishinglof_08"
speak "vo.combine.suppressor.establishinglof_09"
speak "vo.combine.suppressor.establishinglof_10"
speak "vo.combine.suppressor.establishinglof_11"
speak "vo.combine.suppressor.establishinglof_12"
speak "vo.combine.suppressor.establishinglof_13"
speak "vo.combine.suppressor.establishinglof_14"
speak "vo.combine.suppressor.establishinglof_15"
speak "vo.combine.suppressor.establishinglof_16"
speak "vo.combine.suppressor.establishinglof_17"
speak "vo.combine.suppressor.establishinglof_18"
speak "vo.combine.suppressor.establishinglof_19"
}
rule CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Suppressor ConceptOrderResponse Order_EstablishLOS
response CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
}
response CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.grunt.establishinglof_01"
speak "vo.combine.grunt.establishinglof_02"
speak "vo.combine.grunt.establishinglof_03"
speak "vo.combine.grunt.establishinglof_04"
speak "vo.combine.grunt.establishinglof_05"
speak "vo.combine.grunt.establishinglof_06"
speak "vo.combine.grunt.establishinglof_07"
speak "vo.combine.grunt.establishinglof_08"
speak "vo.combine.grunt.establishinglof_09"
speak "vo.combine.grunt.establishinglof_10"
speak "vo.combine.grunt.establishinglof_11"
speak "vo.combine.grunt.establishinglof_12"
speak "vo.combine.grunt.establishinglof_13"
speak "vo.combine.grunt.establishinglof_14"
speak "vo.combine.grunt.establishinglof_15"
speak "vo.combine.grunt.establishinglof_16"
speak "vo.combine.grunt.establishinglof_17"
speak "vo.combine.grunt.establishinglof_18"
speak "vo.combine.grunt.establishinglof_19"
}
rule CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Grunt ConceptOrderResponse Order_EstablishLOS
response CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
}
//============================
// ORDER: RECON
response CS_Officer_OrderCall_Recon
{
speak "vo.combine.officer.findenemy_01"
speak "vo.combine.officer.findenemy_02"
speak "vo.combine.officer.findenemy_03"
speak "vo.combine.officer.findenemy_04"
speak "vo.combine.officer.findenemy_05"
speak "vo.combine.officer.findenemy_06"
speak "vo.combine.officer.findenemy_07"
speak "vo.combine.officer.findenemy_08"
speak "vo.combine.officer.findenemy_09"
speak "vo.combine.officer.findenemy_10"
}
rule CS_Officer_OrderCall_Recon
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_Recon
response CS_Officer_OrderCall_Recon
}
// --
response CS_Charger_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.reconnoiter_start_02"
speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.reconnoiter_start_06"
speak "vo.combine.charger.reconnoiter_start_07"
speak "vo.combine.charger.reconnoiter_start_08"
speak "vo.combine.charger.reconnoiter_start_09"
speak "vo.combine.charger.reconnoiter_start_10"
}
rule CS_Charger_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Charger ConceptOrderResponse Order_Recon
response CS_Charger_CS_Charger_OrderResponse_Recon
}
response CS_Suppressor_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.suppressor.refindenemy_01"
speak "vo.combine.suppressor.refindenemy_02"
speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.refindenemy_06"
speak "vo.combine.suppressor.refindenemy_07"
speak "vo.combine.suppressor.refindenemy_08"
speak "vo.combine.suppressor.refindenemy_09"
speak "vo.combine.suppressor.refindenemy_10"
speak "vo.combine.suppressor.refindenemy_11"
speak "vo.combine.suppressor.refindenemy_12"
speak "vo.combine.suppressor.refindenemy_13"
speak "vo.combine.suppressor.refindenemy_14"
speak "vo.combine.suppressor.refindenemy_15"
speak "vo.combine.suppressor.refindenemy_16"
speak "vo.combine.suppressor.refindenemy_17"
speak "vo.combine.suppressor.refindenemy_18"
speak "vo.combine.suppressor.refindenemy_19"
}
rule CS_Suppressor_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Suppressor ConceptOrderResponse Order_Recon
response CS_Suppressor_CS_Charger_OrderResponse_Recon
}
response CS_Grunt_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_02"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_07"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
}
rule CS_Grunt_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Grunt ConceptOrderResponse Order_Recon
response CS_Grunt_CS_Charger_OrderResponse_Recon
}
//========================================================================================================
//---------
response CSAnnounceEnemy_Citizen
{
speak "combine_soldier_combine_monst_citizens_01" noscene
}
rule CSAnnounceEnemy_Citizen
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsCitizen
response CSAnnounceEnemy_Citizen
}
//---------
response CSAnnounceEnemy_PlayerAlly
{
speak "combine_soldier_combine_monst_character_01" noscene
}
rule CSAnnounceEnemy_PlayerAlly
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayerAlly
response CSAnnounceEnemy_PlayerAlly
}
//---------
response CSAnnounceEnemy_Antlion
{
speak "combine_soldier_combine_monst_bugs_01" noscene
}
rule CSAnnounceEnemy_Antlion
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsAntlion
response CSAnnounceEnemy_Antlion
}
//---------
response CSAnnounceEnemy_Zombie
{
speak "combine_soldier_combine_monst_zombies_01" noscene
speak "combine_soldier_combine_monst_zombies_02" noscene
}
rule CSAnnounceEnemy_Zombie
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsZombie
response CSAnnounceEnemy_Zombie
}
//---------
response CSAnnounceEnemy_HeadcrabBarnacle
{
speak "combine_soldier_combine_monst_parasites_01" noscene
}
rule CSAnnounceEnemy_HeadcrabBarnacle
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsHeadcrabBarnacle
response CSAnnounceEnemy_HeadcrabBarnacle
}
//========================================================================================================
response CSAnnounceAssault
{
}
rule CSAnnounceAssault
{
criteria IsCombineS ConceptAnnounceAssault
response CSAnnounceAssault
}
//========================================================================================================
response CSAnnounceKill_Player
{
}
rule CSAnnounceKill_Player
{
criteria IsCombineS ConceptAnnounceKill KillIsPlayer
response CSAnnounceKill_Player
}
//---------
response CS_Charger_AnnounceKill
{
speak "vo.combine.charger.announcekill_01" noscene
speak "vo.combine.charger.announcekill_02" noscene
speak "vo.combine.charger.announcekill_03" noscene
speak "vo.combine.charger.announcekill_04" noscene
speak "vo.combine.charger.announcekill_05" noscene
speak "vo.combine.charger.announcekill_06" noscene
speak "vo.combine.charger.announcekill_07" noscene
speak "vo.combine.charger.announcekill_08" noscene
speak "vo.combine.charger.announcekill_09" noscene
speak "vo.combine.charger.announcekill_10" noscene
speak "vo.combine.charger.announcekill_11" noscene
speak "vo.combine.charger.announcekill_12" noscene
speak "vo.combine.charger.announcekill_13" noscene
speak "vo.combine.charger.announcekill_14" noscene
speak "vo.combine.charger.announcekill_15" noscene
}
rule CS_Charger_AnnounceKill
{
criteria IsCombineS IsClass_Charger ConceptAnnounceKill
response CS_Charger_AnnounceKill
}
response CS_Grunt_AnnounceKill
{
speak "vo.combine.grunt.announcekill_01" noscene
speak "vo.combine.grunt.announcekill_02" noscene
speak "vo.combine.grunt.announcekill_03" noscene
speak "vo.combine.grunt.announcekill_04" noscene
speak "vo.combine.grunt.announcekill_05" noscene
speak "vo.combine.grunt.announcekill_06" noscene
speak "vo.combine.grunt.announcekill_07" noscene
speak "vo.combine.grunt.announcekill_08" noscene
speak "vo.combine.grunt.announcekill_09" noscene
speak "vo.combine.grunt.announcekill_10" noscene
speak "vo.combine.grunt.announcekill_11" noscene
speak "vo.combine.grunt.announcekill_12" noscene
speak "vo.combine.grunt.announcekill_13" noscene
speak "vo.combine.grunt.announcekill_14" noscene
speak "vo.combine.grunt.announcekill_15" noscene
}
rule CS_Grunt_AnnounceKill
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceKill
response CS_Grunt_AnnounceKill
}
//========================================================================================================
response CSDanger_General
{
}
rule CSDanger_General
{
criteria IsCombineS ConceptDanger
response CSDanger_General
}
//========================================================================================================
// Pain VO
//============================
response CS_Officer_Pain
{
speak "vo.combine.officer.pain_01" noscene
speak "vo.combine.officer.pain_02" noscene
speak "vo.combine.officer.pain_03" noscene
speak "vo.combine.officer.pain_04" noscene
speak "vo.combine.officer.pain_05" noscene
speak "vo.combine.officer.pain_06" noscene
speak "vo.combine.officer.pain_07" noscene
speak "vo.combine.officer.pain_08" noscene
speak "vo.combine.officer.pain_09" noscene
speak "vo.combine.officer.pain_10" noscene
}
rule CS_Officer_Pain
{
criteria IsCombineS IsClass_Officer ConceptPain
response CS_Officer_Pain
}
response CS_Charger_Pain
{
speak "vo.combine.charger.pain_01" noscene
speak "vo.combine.charger.pain_02" noscene
speak "vo.combine.charger.pain_03" noscene
speak "vo.combine.charger.pain_04" noscene
speak "vo.combine.charger.pain_05" noscene
speak "vo.combine.charger.pain_06" noscene
speak "vo.combine.charger.pain_07" noscene
speak "vo.combine.charger.pain_08" noscene
speak "vo.combine.charger.pain_09" noscene
speak "vo.combine.charger.pain_10" noscene
}
rule CS_Charger_Pain
{
criteria IsCombineS IsClass_Charger ConceptPain
response CS_Charger_Pain
}
response CS_Suppressor_Pain
{
speak "vo.combine.suppressor.pain_01" noscene
speak "vo.combine.suppressor.pain_02" noscene
speak "vo.combine.suppressor.pain_03" noscene
speak "vo.combine.suppressor.pain_04" noscene
speak "vo.combine.suppressor.pain_05" noscene
speak "vo.combine.suppressor.pain_06" noscene
speak "vo.combine.suppressor.pain_07" noscene
speak "vo.combine.suppressor.pain_08" noscene
speak "vo.combine.suppressor.pain_09" noscene
speak "vo.combine.suppressor.pain_10" noscene
}
rule CS_Suppressor_Pain
{
criteria IsCombineS IsClass_Suppressor ConceptPain
response CS_Suppressor_Pain
}
response CS_Grunt_Pain
{
speak "vo.combine.grunt.pain_01" noscene
speak "vo.combine.grunt.pain_02" noscene
speak "vo.combine.grunt.pain_03" noscene
speak "vo.combine.grunt.pain_04" noscene
speak "vo.combine.grunt.pain_05" noscene
speak "vo.combine.grunt.pain_06" noscene
speak "vo.combine.grunt.pain_07" noscene
speak "vo.combine.grunt.pain_08" noscene
speak "vo.combine.grunt.pain_09" noscene
speak "vo.combine.grunt.pain_10" noscene
}
rule CS_Grunt_Pain
{
criteria IsCombineS IsClass_Grunt ConceptPain
response CS_Grunt_Pain
}
//========================================================================================================
// Death
//==================================
response CS_Charger_Die
{
speak "vo.combine.charger.die_01" noscene
speak "vo.combine.charger.die_02" noscene
speak "vo.combine.charger.die_03" noscene
speak "vo.combine.charger.die_04" noscene
speak "vo.combine.charger.die_05" noscene
speak "vo.combine.charger.die_06" noscene
speak "vo.combine.charger.die_07" noscene
speak "vo.combine.charger.die_08" noscene
speak "vo.combine.charger.die_09" noscene
speak "vo.combine.charger.die_10" noscene
speak "vo.combine.charger.die_11" noscene
speak "vo.combine.charger.die_12" noscene
speak "vo.combine.charger.die_13" noscene
speak "vo.combine.charger.die_14" noscene
speak "vo.combine.charger.die_15" noscene
speak "vo.combine.charger.die_16" noscene
speak "vo.combine.charger.die_17" noscene
}
rule CS_Charger_Die
{
criteria IsCombineS IsClass_Charger ConceptDie
response CS_Charger_Die
}
response CS_Officer_Die
{
speak "vo.combine.officer.die_01" noscene
speak "vo.combine.officer.die_02" noscene
speak "vo.combine.officer.die_03" noscene
speak "vo.combine.officer.die_04" noscene
speak "vo.combine.officer.die_05" noscene
speak "vo.combine.officer.die_06" noscene
speak "vo.combine.officer.die_07" noscene
speak "vo.combine.officer.die_08" noscene
speak "vo.combine.officer.die_09" noscene
speak "vo.combine.officer.die_10" noscene
speak "vo.combine.officer.die_11" noscene
speak "vo.combine.officer.die_12" noscene
speak "vo.combine.officer.die_13" noscene
speak "vo.combine.officer.die_14" noscene
speak "vo.combine.officer.die_15" noscene
speak "vo.combine.officer.die_16" noscene
speak "vo.combine.officer.die_17" noscene
}
rule CS_Officer_Die
{
criteria IsCombineS IsClass_Officer ConceptDie
response CS_Officer_Die
}
response CS_Suppressor_Die
{
speak "vo.combine.suppressor.die_01" noscene
speak "vo.combine.suppressor.die_02" noscene
speak "vo.combine.suppressor.die_03" noscene
speak "vo.combine.suppressor.die_04" noscene
speak "vo.combine.suppressor.die_05" noscene
speak "vo.combine.suppressor.die_06" noscene
speak "vo.combine.suppressor.die_07" noscene
speak "vo.combine.suppressor.die_08" noscene
speak "vo.combine.suppressor.die_09" noscene
speak "vo.combine.suppressor.die_10" noscene
speak "vo.combine.suppressor.die_11" noscene
speak "vo.combine.suppressor.die_12" noscene
speak "vo.combine.suppressor.die_13" noscene
speak "vo.combine.suppressor.die_14" noscene
speak "vo.combine.suppressor.die_15" noscene
speak "vo.combine.suppressor.die_16" noscene
speak "vo.combine.suppressor.die_17" noscene
}
rule CS_Suppressor_Die
{
criteria IsCombineS IsClass_Suppressor ConceptDie
response CS_Suppressor_Die
}
response CS_Grunt_Die
{
speak "vo.combine.grunt.die_01" noscene
speak "vo.combine.grunt.die_02" noscene
speak "vo.combine.grunt.die_03" noscene
speak "vo.combine.grunt.die_04" noscene
speak "vo.combine.grunt.die_05" noscene
speak "vo.combine.grunt.die_06" noscene
speak "vo.combine.grunt.die_07" noscene
speak "vo.combine.grunt.die_08" noscene
speak "vo.combine.grunt.die_09" noscene
speak "vo.combine.grunt.die_10" noscene
speak "vo.combine.grunt.die_11" noscene
speak "vo.combine.grunt.die_12" noscene
speak "vo.combine.grunt.die_13" noscene
speak "vo.combine.grunt.die_14" noscene
speak "vo.combine.grunt.die_15" noscene
speak "vo.combine.grunt.die_16" noscene
speak "vo.combine.grunt.die_17" noscene
}
rule CS_Grunt_Die
{
criteria IsCombineS IsClass_Grunt ConceptDie
response CS_Grunt_Die
}
//======================================================================================
// a2_trainyard specific lines
//======================================================================================
response CombineVO_Soldier_Sees_Player_First_Time_Response
{
speak "SoldierDecontamination.UnknownFemale" noscene
}
rule CombineVO_Soldier_Sees_Player_First_Time_Rule
{
criteria Combine_Sees_Player_First_Time
response CombineVO_Soldier_Sees_Player_First_Time_Response
matchonce
}
response CS_Soldier_NoSpeech
{
}
rule CS_FirstEncounterGrunt_AnnounceEnemy_Player
{
criteria IsFirstEncounterSoldier ConceptAnnounceEnemy
response CS_Soldier_NoSpeech
}
rule CS_FirstEncounterGrunt_Firing
{
criteria IsFirstEncounterSoldier ConceptFiring
response CS_Soldier_NoSpeech
}
response CS_BridgeEncounterLeft
{
speak "SoldierDecontamination.NecroticTarget" noscene
}
rule CS_BridgeEncounterLeft
{
criteria IsBridgeEncounterSoldierLeft ConceptBridgeEncounterZombieSpeech
response CS_BridgeEncounterLeft
}
response CS_BridgeEncounterRight
{
speak "SoldierDecontamination.NeutralizingRight" noscene
}
rule CS_BridgeEncounterRight
{
criteria IsBridgeEncounterSoldierRight ConceptBridgeEncounterZombieSpeech
response CS_BridgeEncounterRight
}
response CS_BridgeEncounterRight2
{
speak "SoldierDecontamination.NeutralizingRight" noscene
}
rule CS_BridgeEncounterRight2
{
criteria IsBridgeEncounterSoldierRight ConceptBridgeEncounterZombie2Speech
response CS_BridgeEncounterRight2
}
//======================================================================================
// a3_c17_processing_plant specific lines
//======================================================================================
//--------------------------------------------------------------------------------------
// Advancing On Player At Location
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtBricks
{
speak "vo.combine.charger.a3_c17_tenements_bricks_01" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_02" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_03" noscene
}
rule CS_AdvancingTargetAtBricks
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtBricks
response CS_AdvancingTargetAtBricks
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtBridge
{
// dialog has not been written yet
//speak "ConstructionYard.soldier_context_advancing_target_at_bridge_01" noscene
//speak "ConstructionYard.soldier_context_advancing_target_by_bridge_01" noscene
}
rule CS_AdvancingTargetAtBridge
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtBridge
response CS_AdvancingTargetAtBridge
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtCar
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_08" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_09" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_10" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_11" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_12" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_13" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_14" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_15" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_16" noscene
}
rule CS_AdvancingTargetAtCar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtCar
response CS_AdvancingTargetAtCar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtContainer
{
// dialog has not been written
}
rule CS_AdvancingTargetAtContainer
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtContainer
response CS_AdvancingTargetAtContainer
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtCrane
{
speak "vo.combine.grunt.a3_c17_processing_plant_crane_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_10" noscene
}
rule CS_AdvancingTargetAtCrane
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtCrane
response CS_AdvancingTargetAtCrane
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtDoor
{
speak "vo.combine.grunt.antlions_door_01" noscene
}
rule CS_AdvancingTargetAtDoor
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtDoor
response CS_AdvancingTargetAtDoor
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtFence
{
speak "vo.combine.grunt.antlions_fence_01" noscene
speak "vo.combine.grunt.antlions_fence_02" noscene
}
rule CS_AdvancingTargetAtFence
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtFence
response CS_AdvancingTargetAtFence
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtPipes
{
speak "vo.combine.grunt.antlions_pipes_02" noscene
speak "vo.combine.grunt.antlions_pipes_03" noscene
}
rule CS_AdvancingTargetAtPipes
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtPipes
response CS_AdvancingTargetAtPipes
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtShack
{
speak "vo.combine.grunt.antlions_shack_01" noscene
speak "vo.combine.grunt.antlions_shack_02" noscene
speak "vo.combine.grunt.antlions_shack_03" noscene
speak "vo.combine.grunt.antlions_shack_04" noscene
speak "vo.combine.grunt.antlions_shack_05" noscene
speak "vo.combine.grunt.antlions_shack_06" noscene
speak "vo.combine.grunt.antlions_shack_07" noscene
speak "vo.combine.grunt.antlions_shack_08" noscene
}
rule CS_AdvancingTargetAtShack
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtShack
response CS_AdvancingTargetAtShack
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtStation
{
// dialog not written or recorded yet
}
rule CS_AdvancingTargetAtStation
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtStation
response CS_AdvancingTargetAtStation
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtToilet
{
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_AdvancingTargetAtToilet
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtToilet
response CS_AdvancingTargetAtToilet
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTracks
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_tracks_01" noscene
}
rule CS_AdvancingTargetAtTracks
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTracks
response CS_AdvancingTargetAtTracks
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_traincar_01" noscene
//speak "ConstructionYard.soldier_context_advancing_target_by_traincar_01" noscene
}
rule CS_AdvancingTargetAtTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTraincar
response CS_AdvancingTargetAtTraincar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTruck
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_08" noscene
}
rule CS_AdvancingTargetAtTruck
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTruck
response CS_AdvancingTargetAtTruck
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTunnel
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_tunnel_01" noscene
}
rule CS_AdvancingTargetAtTunnel
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTunnel
response CS_AdvancingTargetAtTunnel
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtVan
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_AdvancingTargetAtVan
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtVan
response CS_AdvancingTargetAtVan
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWall
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_wall_01" noscene
}
rule CS_AdvancingTargetAtWall
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWall
response CS_AdvancingTargetAtWall
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWindow
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_window_01" noscene
}
rule CS_AdvancingTargetAtWindow
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWindow
response CS_AdvancingTargetAtWindow
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWoodpile
{
speak "vo.combine.grunt.antlions_woodpile_01" noscene
speak "vo.combine.grunt.antlions_woodpile_02" noscene
speak "vo.combine.grunt.antlions_woodpile_03" noscene
}
rule CS_AdvancingTargetAtWoodpile
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWoodpile
response CS_AdvancingTargetAtWoodpile
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetBehindWall
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_behind_wall_01" noscene
}
rule CS_AdvancingTargetBehindWall
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerBehindWall
response CS_AdvancingTargetBehindWall
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInToilet
{
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_AdvancingTargetInToilet
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInToilet
response CS_AdvancingTargetInToilet
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_in_traincar_01" noscene
}
rule CS_AdvancingTargetInTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInTraincar
response CS_AdvancingTargetInTraincar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInTunnel
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_in_tunnel_01" noscene
}
rule CS_AdvancingTargetInTunnel
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInTunnel
response CS_AdvancingTargetInTunnel
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInVan
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_AdvancingTargetInVan
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInVan
response CS_AdvancingTargetInVan
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetOnBridge
{
// dialog not written or recoded yet
// speak "ConstructionYard.soldier_context_advancing_target_on_bridge_01" noscene
}
rule CS_AdvancingTargetOnBridge
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerOnBridge
response CS_AdvancingTargetOnBridge
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetOnTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_on_traincar_01" noscene
}
rule CS_AdvancingTargetOnTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerOnTraincar
response CS_AdvancingTargetOnTraincar
}
//--------------------------------------------------------------------------------------
// Charging Player at location
//--------------------------------------------------------------------------------------
response CS_ChargingBricks
{
speak "vo.combine.charger.a3_c17_tenements_bricks_01" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_02" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_03" noscene
}
rule CS_ChargingBricks
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtBricks
response CS_ChargingBricks
}
//--------------------------------------------------------------------------------------
response CS_ChargingBridge
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_charging_bridge_01" noscene
}
rule CS_ChargingBridge
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtBridge
response CS_ChargingBridge
}
//--------------------------------------------------------------------------------------
response CS_ChargingCar
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_08" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_09" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_10" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_11" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_12" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_13" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_14" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_15" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_16" noscene
}
rule CS_ChargingCar
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtCar
response CS_ChargingCar
}
//--------------------------------------------------------------------------------------
response CS_ChargingContainer
{
speak "vo.combine.charger.a3_c17_processing_plant_block_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_block_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_block_03" noscene
}
rule CS_ChargingContainer
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtContainer
response CS_ChargingContainer
}
//--------------------------------------------------------------------------------------
response CS_ChargingCrane
{
speak "vo.combine.charger.a3_c17_processing_plant_crane_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_03" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_04" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_05" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_06" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_07" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_08" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_09" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_10" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_11" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_12" noscene
}
rule CS_ChargingCrane
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtCrane
response CS_ChargingCrane
}
//--------------------------------------------------------------------------------------
response CS_ChargingDoor
{
speak "vo.combine.charger.antlions_door_01" noscene
speak "vo.combine.charger.antlions_door_02" noscene
}
rule CS_ChargingDoor
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtDoor
response CS_ChargingDoor
}
//--------------------------------------------------------------------------------------
response CS_ChargingFence
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_fence_01" noscene
}
rule CS_ChargingFence
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtFence
response CS_ChargingFence
}
//--------------------------------------------------------------------------------------
response CS_ChargingPipes
{
speak "vo.combine.charger.antlions_pipes_02" noscene
speak "vo.combine.charger.antlions_pipes_03" noscene
speak "vo.combine.charger.antlions_pipes_01" noscene
speak "vo.combine.charger.antlions_pipes_02" noscene
speak "vo.combine.charger.antlions_pipes_03" noscene
}
rule CS_ChargingPipes
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtPipes
response CS_ChargingPipes
}
//--------------------------------------------------------------------------------------
response CS_ChargingShack
{
speak "vo.combine.charger.antlions_shack_01" noscene
speak "vo.combine.charger.antlions_shack_02" noscene
speak "vo.combine.charger.antlions_shack_03" noscene
speak "vo.combine.charger.antlions_shack_04" noscene
speak "vo.combine.charger.antlions_shack_05" noscene
speak "vo.combine.charger.antlions_shack_06" noscene
speak "vo.combine.charger.antlions_shack_07" noscene
speak "vo.combine.charger.antlions_shack_08" noscene
}
rule CS_ChargingShack
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtShack
response CS_ChargingShack
}
//--------------------------------------------------------------------------------------
response CS_ChargingStation
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_station_01" noscene
}
rule CS_ChargingStation
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtStation
response CS_ChargingStation
}
//--------------------------------------------------------------------------------------
response CS_ChargingToilet
{
speak "vo.combine.charger.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_ChargingToilet
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtToilet
response CS_ChargingToilet
}
//--------------------------------------------------------------------------------------
response CS_ChargingTracks
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_tracks_01" noscene
}
rule CS_ChargingTracks
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTracks
response CS_ChargingTracks
}
//--------------------------------------------------------------------------------------
response CS_ChargingTraincar
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_traincar_01" noscene
}
rule CS_ChargingTraincar
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTraincar
response CS_ChargingTraincar
}
//--------------------------------------------------------------------------------------
response CS_ChargingTruck
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_08" noscene
}
rule CS_ChargingTruck
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTruck
response CS_ChargingTruck
}
//--------------------------------------------------------------------------------------
response CS_ChargingTunnel
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_tunnel_01" noscene
}
rule CS_ChargingTunnel
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTunnel
response CS_ChargingTunnel
}
//--------------------------------------------------------------------------------------
response CS_ChargingVan
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_ChargingVan
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtVan
response CS_ChargingVan
}
//--------------------------------------------------------------------------------------
response CS_ChargingWall
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_wall_01" noscene
}
rule CS_ChargingWall
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWall
response CS_ChargingWall
}
//--------------------------------------------------------------------------------------
response CS_ChargingWindow
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_window_01" noscene
}
rule CS_ChargingWindow
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWindow
response CS_ChargingWindow
}
//--------------------------------------------------------------------------------------
response CS_ChargingWoodpile
{
speak "vo.combine.charger.antlions_woodpile_01" noscene
speak "vo.combine.charger.antlions_woodpile_02" noscene
speak "vo.combine.charger.antlions_woodpile_03" noscene
}
rule CS_ChargingWoodpile
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWoodpile
response CS_ChargingWoodpile
}
//~ //--------------------------------------------------------------------------------------
//~ // Cover me at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_bricks_01" noscene
//~ }
//~ rule CS_CoverMeAtBricks
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtBricks
//~ response CS_CoverMeAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_bridge_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_bridge_01" noscene
//~ }
//~ rule CS_CoverMeAtBridge
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtBridge
//~ response CS_CoverMeAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_by_car_01" noscene
//~ }
//~ rule CS_CoverMeAtCar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtCar
//~ response CS_CoverMeAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_container_01" noscene
//~ }
//~ rule CS_CoverMeAtContainer
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtContainer
//~ response CS_CoverMeAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_crane_01" noscene
//~ }
//~ rule CS_CoverMeAtCrane
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtCrane
//~ response CS_CoverMeAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_door_01" noscene
//~ }
//~ rule CS_CoverMeAtDoor
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtDoor
//~ response CS_CoverMeAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_fence_01" noscene
//~ }
//~ rule CS_CoverMeAtFence
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtFence
//~ response CS_CoverMeAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_pipes_01" noscene
//~ }
//~ rule CS_CoverMeAtPipes
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtPipes
//~ response CS_CoverMeAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_shack_01" noscene
//~ }
//~ rule CS_CoverMeAtShack
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtShack
//~ response CS_CoverMeAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_station_01" noscene
//~ }
//~ rule CS_CoverMeAtStation
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtStation
//~ response CS_CoverMeAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_toilet_01" noscene
//~ }
//~ rule CS_CoverMeAtToilet
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtToilet
//~ response CS_CoverMeAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_tracks_01" noscene
//~ }
//~ rule CS_CoverMeAtTracks
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTracks
//~ response CS_CoverMeAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_traincar_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_traincar_01" noscene
//~ }
//~ rule CS_CoverMeAtTraincar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTraincar
//~ response CS_CoverMeAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_truck_01" noscene
//~ }
//~ rule CS_CoverMeAtTruck
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTruck
//~ response CS_CoverMeAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_tunnel_01" noscene
//~ }
//~ rule CS_CoverMeAtTunnel
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTunnel
//~ response CS_CoverMeAtTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_van_01" noscene
//~ }
//~ rule CS_CoverMeAtVan
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtVan
//~ response CS_CoverMeAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_wall_01" noscene
//~ }
//~ rule CS_CoverMeAtWall
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWall
//~ response CS_CoverMeAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_window_01" noscene
//~ }
//~ rule CS_CoverMeAtWindow
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWindow
//~ response CS_CoverMeAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_woodpile_01" noscene
//~ }
//~ rule CS_CoverMeAtWoodpile
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWoodpile
//~ response CS_CoverMeAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_behind_wall_01" noscene
//~ }
//~ rule CS_CoverMeBehindWall
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsBehindWall
//~ response CS_CoverMeBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_in_tunnel_01" noscene
//~ }
//~ rule CS_CoverMeInTunnel
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsInTunnel
//~ response CS_CoverMeInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_on_bridge_01" noscene
//~ }
//~ rule CS_CoverMeOnBridge
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsOnBridge
//~ response CS_CoverMeOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_on_traincar_01" noscene
//~ }
//~ rule CS_CoverMeOnTraincar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsOnTraincar
//~ response CS_CoverMeOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Enemy spotted at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_bricks_01" noscene
//~ }
//~ rule CS_EnemySpottedAtBricks
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtBricks
//~ response CS_EnemySpottedAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_bridge_01" noscene
//~ }
//~ rule CS_EnemySpottedAtBridge
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtBridge
//~ response CS_EnemySpottedAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_car_01" noscene
//~ }
//~ rule CS_EnemySpottedAtCar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtCar
//~ response CS_EnemySpottedAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_container_01" noscene
//~ }
//~ rule CS_EnemySpottedAtContainer
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtContainer
//~ response CS_EnemySpottedAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_crane_01" noscene
//~ }
//~ rule CS_EnemySpottedAtCrane
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtCrane
//~ response CS_EnemySpottedAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_door_01" noscene
//~ }
//~ rule CS_EnemySpottedAtDoor
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtDoor
//~ response CS_EnemySpottedAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_fence_01" noscene
//~ }
//~ rule CS_EnemySpottedAtFence
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtFence
//~ response CS_EnemySpottedAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_pipes_01" noscene
//~ }
//~ rule CS_EnemySpottedAtPipes
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtPipes
//~ response CS_EnemySpottedAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_shack_01" noscene
//~ }
//~ rule CS_EnemySpottedAtShack
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtShack
//~ response CS_EnemySpottedAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_station_01" noscene
//~ }
//~ rule CS_EnemySpottedAtStation
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtStation
//~ response CS_EnemySpottedAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_toilet_01" noscene
//~ }
//~ rule CS_EnemySpottedAtToilet
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtToilet
//~ response CS_EnemySpottedAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_tracks_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTracks
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTracks
//~ response CS_EnemySpottedAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTraincar
//~ response CS_EnemySpottedAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_truck_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTruck
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTruck
//~ response CS_EnemySpottedAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_van_01" noscene
//~ }
//~ rule CS_EnemySpottedAtVan
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtVan
//~ response CS_EnemySpottedAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_wall_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWall
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWall
//~ response CS_EnemySpottedAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_window_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWindow
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWindow
//~ response CS_EnemySpottedAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_woodpile_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWoodpile
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWoodpile
//~ response CS_EnemySpottedAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_behind_wall_01" noscene
//~ }
//~ rule CS_EnemySpottedBehindWall
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerBehindWall
//~ response CS_EnemySpottedBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_toilet_01" noscene
//~ }
//~ rule CS_EnemySpottedInToilet
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInToilet
//~ response CS_EnemySpottedInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedInTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInTraincar
//~ response CS_EnemySpottedInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_tunnel_01" noscene
//~ }
//~ rule CS_EnemySpottedInTunnel
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInTunnel
//~ response CS_EnemySpottedInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInVan
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_van_01" noscene
//~ }
//~ rule CS_EnemySpottedInVan
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInVan
//~ response CS_EnemySpottedInVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_on_bridge_01" noscene
//~ }
//~ rule CS_EnemySpottedOnBridge
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerOnBridge
//~ response CS_EnemySpottedOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_on_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedOnTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerOnTraincar
//~ response CS_EnemySpottedOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Holding Position At Location
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_bricks_01" noscene
//~ }
//~ rule CS_HoldingPositionAtBricks
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtBricks
//~ response CS_HoldingPositionAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_bridge_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_bridge_01" noscene
//~ }
//~ rule CS_HoldingPositionAtBridge
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtBridge
//~ response CS_HoldingPositionAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_by_car_01" noscene
//~ }
//~ rule CS_HoldingPositionAtCar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtCar
//~ response CS_HoldingPositionAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_container_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_container_01" noscene
//~ }
//~ rule CS_HoldingPositionAtContainer
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtContainer
//~ response CS_HoldingPositionAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_crane_01" noscene
//~ }
//~ rule CS_HoldingPositionAtCrane
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtCrane
//~ response CS_HoldingPositionAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_door_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_door_01" noscene
//~ }
//~ rule CS_HoldingPositionAtDoor
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtDoor
//~ response CS_HoldingPositionAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_fence_01" noscene
//~ }
//~ rule CS_HoldingPositionAtFence
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtFence
//~ response CS_HoldingPositionAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_pipes_01" noscene
//~ }
//~ rule CS_HoldingPositionAtPipes
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtPipes
//~ response CS_HoldingPositionAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_shack_01" noscene
//~ }
//~ rule CS_HoldingPositionAtShack
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtShack
//~ response CS_HoldingPositionAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_station_01" noscene
//~ }
//~ rule CS_HoldingPositionAtStation
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtStation
//~ response CS_HoldingPositionAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_toilet_01" noscene
//~ }
//~ rule CS_HoldingPositionAtToilet
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtToilet
//~ response CS_HoldingPositionAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_tracks_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTracks
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTracks
//~ response CS_HoldingPositionAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_traincar_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTraincar
//~ response CS_HoldingPositionAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_truck_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTruck
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTruck
//~ response CS_HoldingPositionAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_tunnel_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTunnel
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTunnel
//~ response CS_HoldingPositionAtTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_van_01" noscene
//~ }
//~ rule CS_HoldingPositionAtVan
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtVan
//~ response CS_HoldingPositionAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_wall_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWall
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWall
//~ response CS_HoldingPositionAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_window_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWindow
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWindow
//~ response CS_HoldingPositionAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_woodpile_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWoodpile
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWoodpile
//~ response CS_HoldingPositionAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_behind_wall_01" noscene
//~ }
//~ rule CS_HoldingPositionBehindWall
//~ {
//~ criteria IsCombineS ConceptOverwatch IsBehindWall
//~ response CS_HoldingPositionBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_toilet_01" noscene
//~ }
//~ rule CS_HoldingPositionInToilet
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInToilet
//~ response CS_HoldingPositionInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionInTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInTraincar
//~ response CS_HoldingPositionInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_tunnel_01" noscene
//~ }
//~ rule CS_HoldingPositionInTunnel
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInTunnel
//~ response CS_HoldingPositionInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_on_bridge_01" noscene
//~ }
//~ rule CS_HoldingPositionOnBridge
//~ {
//~ criteria IsCombineS ConceptOverwatch IsOnBridge
//~ response CS_HoldingPositionOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_on_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionOnTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsOnTraincar
//~ response CS_HoldingPositionOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Lost visual of enemy at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_bricks_01" noscene
//~ }
//~ rule CS_LostVisualAtBricks
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtBricks
//~ response CS_LostVisualAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_bridge_01" noscene
//~ }
//~ rule CS_LostVisualAtBridge
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtBridge
//~ response CS_LostVisualAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_by_car_01" noscene
//~ }
//~ rule CS_LostVisualAtCar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtCar
//~ response CS_LostVisualAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_container_01" noscene
//~ }
//~ rule CS_LostVisualAtContainer
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtContainer
//~ response CS_LostVisualAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_crane_01" noscene
//~ }
//~ rule CS_LostVisualAtCrane
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtCrane
//~ response CS_LostVisualAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_door_01" noscene
//~ }
//~ rule CS_LostVisualAtDoor
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtDoor
//~ response CS_LostVisualAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_fence_01" noscene
//~ }
//~ rule CS_LostVisualAtFence
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtFence
//~ response CS_LostVisualAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_pipes_01" noscene
//~ }
//~ rule CS_LostVisualAtPipes
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtPipes
//~ response CS_LostVisualAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_shack_01" noscene
//~ }
//~ rule CS_LostVisualAtShack
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtShack
//~ response CS_LostVisualAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_station_01" noscene
//~ }
//~ rule CS_LostVisualAtStation
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtStation
//~ response CS_LostVisualAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_toilet_01" noscene
//~ }
//~ rule CS_LostVisualAtToilet
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtToilet
//~ response CS_LostVisualAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_tracks_01" noscene
//~ }
//~ rule CS_LostVisualAtTracks
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTracks
//~ response CS_LostVisualAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_by_traincar_01" noscene
//~ }
//~ rule CS_LostVisualAtTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTraincar
//~ response CS_LostVisualAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_truck_01" noscene
//~ }
//~ rule CS_LostVisualAtTruck
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTruck
//~ response CS_LostVisualAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_van_01" noscene
//~ }
//~ rule CS_LostVisualAtVan
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtVan
//~ response CS_LostVisualAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_wall_01" noscene
//~ }
//~ rule CS_LostVisualAtWall
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWall
//~ response CS_LostVisualAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_window_01" noscene
//~ }
//~ rule CS_LostVisualAtWindow
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWindow
//~ response CS_LostVisualAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_woodpile_01" noscene
//~ }
//~ rule CS_LostVisualAtWoodpile
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWoodpile
//~ response CS_LostVisualAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_behind_wall_01" noscene
//~ }
//~ rule CS_LostVisualBehindWall
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerBehindWall
//~ response CS_LostVisualBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_toilet_01" noscene
//~ }
//~ rule CS_LostVisualInToilet
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInToilet
//~ response CS_LostVisualInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_traincar_01" noscene
//~ }
//~ rule CS_LostVisualInTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInTraincar
//~ response CS_LostVisualInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_tunnel_01" noscene
//~ }
//~ rule CS_LostVisualInTunnel
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInTunnel
//~ response CS_LostVisualInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInVan
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_van_01" noscene
//~ }
//~ rule CS_LostVisualInVan
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInVan
//~ response CS_LostVisualInVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_on_bridge_01" noscene
//~ }
//~ rule CS_LostVisualOnBridge
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerOnBridge
//~ response CS_LostVisualOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_on_traincar_01" noscene
//~ }
//~ rule CS_LostVisualOnTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerOnTraincar
//~ response CS_LostVisualOnTraincar
//~ }
//========================================================================================================
// EXAMPLE USAGE OF THE "then" PARAMETER TO DO MULTI STEP SPEECH
// Console command to trigger this in game (while looking at a combine soldier): npc_speak COMBINESOLDIER_TESTSTEPS
// Damage the soldier to 50% of their health to see the branch in action.
//========================================================================================================
// STEP 1: Starts here.
response CS_TestThen_Step1_Response
{
speak "vo.combine.charger.underattack_01" noscene then self COMBINESOLDIER_TESTSTEPS step:2 2
}
rule CS_TestThen_Step1_Rule
{
criteria IsCombineS Concept_TestCS
response CS_TestThen_Step1_Response
}
// STEP 2: Then this is spoken
response CS_TestThen_Step2_Response
{
speak "vo.combine.charger.announceattack_01" noscene then self COMBINESOLDIER_TESTSTEPS step:3 2
}
rule CS_TestThen_Step2_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step2
response CS_TestThen_Step2_Response
}
// STEP 3: Then branches to one of the two rules below, based on whether the soldier has >50% health
response CS_TestThen_Step3_Hurt_Response
{
speak "vo.combine.charger.takingfire_01" noscene
}
rule CS_TestThen_Step3_Hurt_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step3 SoldierIsHurt
response CS_TestThen_Step3_Hurt_Response
}
response CS_TestThen_Step3_Unhurt_Response
{
speak "vo.combine.charger.announcekill_01" noscene
}
rule CS_TestThen_Step3_Unhurt_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step3 SoldierIsUnhurt
response CS_TestThen_Step3_Unhurt_Response
}